Moving a World from Friends & Fables to Craft
Bringing your Fables world into Craft
Friends & Fables exports worlds as Workspace CDF zips, so any world you own in Fables can be exported and re-opened as a project in Craft. Your characters, locations, lore, and maps come with you. This guide walks you through the export on the Fables side and the import on the Craft side, plus what to check once your project lands.
Exporting your world from Fables
Start in Friends & Fables at play.fables.gg, open the world you want to move, and use the world's own menu to generate the export file.
Generate the Workspace CDF
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Open the world from your Fables dashboard.
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Click the three-dot menu in the top right of the world page.
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Choose Export to Craft.
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Fables generates a Workspace CDF zip and downloads it to your computer.
What ends up in the file
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Every file in the world, including characters, locations, factions, and lore.
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Map images.
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5e-SRD if you have the SRD included in your game.
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The world's basic metadata, like its name and description.
You only need to export worlds you own. Worlds you've played in but didn't create stay where they are.
Importing the file into Craft
Now switch over to Craft at craftrpgs.com and bring the file in through the Import page.
Open the Import page from the New Project page
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From anywhere in Craft, click + New Project in the global left sidebar.
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The New Project page opens.
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Click Import Project in the header of the page.
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You land on the Import Project page.
Upload the zip
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Drop the zip Fables gave you onto the upload area, or click it to browse for the file.
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Craft imports it right away and creates a new project in your account — when it finishes, click Open project.
Import is a one-way action that creates a brand new project. Your original Fables world stays untouched, so nothing breaks on the Fables side.
What to check after import
Open the newly imported project and give it a quick pass before you start playing or editing.
Confirm your files landed
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Open the project from Projects in the sidebar.
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Look at the FILES count in the project overview to confirm the number lines up with what your Fables world had.
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Browse the file tree on the left to spot-check that characters, locations, and notes came through.
Check the map
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Click the Root map tab at the top of the project workspace.
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Confirm your world map image loaded, and if it's the wrong area selected as the world map, you can change that in settings.
Skim project settings
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Click the Settings gear icon in the row of file-tree controls.
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Under Project, double-check the name, description, and game system.
You can also toggle Allow Cloning and add Attribution here.
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Under Game Master, set or rename your GM. Fables called the GM "Franz" by default. In Craft the name is yours to choose.
Things to know before importing
A few quick notes that save trouble later.
Use the Import page, not Orbit
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Export zips have to go through the Import page.
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Orbit, the project assistant, can't unpack an export zip shared in chat.
Imports are versioned snapshots, not live mirrors
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The Craft project is a copy. Changes you make in Craft don't sync back to Fables.
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If you keep editing in Fables and want those updates in Craft, re-export and re-import as a new project.