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Dynamic world creation — questions create places.
"The world grows where curiosity leads."
Core Principle
Don't pre-generate everything. Generate on demand.
When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.
Player: "What's north?"
DM: *creates north*
Generation Philosophy
# What triggers world generationgeneration_triggers:questions:"Where did the grue come from?"statements:"There must be a library somewhere!"actions:DIG:"tunnel"CLIMB:"passage"quests:"Objective location generates itself"exploration:"Walking beyond known areas"
Methods
CREATE - Generate New Place
invoke:CREATEparams:seed:"Starting concept or name"style:"World style (fantasy, sci-fi, modern)"parent:"What area this connects to"effect:-Createdirectoryfornewplace-GenerateROOM.ymlwithproperties-Addexitsconnectingtoparent-Optionallypopulatewithobjects/NPCs
EXPAND - Add to Existing Area
invoke:EXPANDparams:from:"Existing place"direction:"north/south/etc or conceptual"hints:"Optional flavor hints"effect:-Generateadjacentroom-Addbidirectionalexits-Inheritparent'satmospherewithvariations
Directories carry behavioral defaults that children inherit:
Parent Directory
Children Inherit
maze/
Dark, twisty, grue-friendly
basement/
Damp, underground, echoing
tower/
Height, wind, views, vertigo, ELEVATOR
dungeon/
Cells, guards, escape themes
garden/
Outdoor, weather, growing
library/
Books, quiet, knowledge
market/
Vendors, crowds, commerce
department-store/
Floors, escalators, departments
underground/
Basements, tunnels, secrets
rooftop/
Sky, signs, views, access
Tower Directory Pattern
# Tower directories extend verticallytower_directory:pattern:"tower-name/"contains:-ROOM.yml# Tower exterior (storefront)-lobby/# Floor 0-elevator/# Central column (goes anywhere)-roof/# Top floor-floor-N/# Numbered floors (positive = up)-basement-N/# OR link to external skills as floors# Skill-as-floor patternskill_floors:principle:"Skills can BE floors — no duplication"method:|
Instead of creating floor-1/ inside tower/,
link to skills/some-skill/ and add ROOM.yml there.
The skill IS the floor content.
example:|
# In elevator exits:
floor_minus_1:
destination: ../../../../../skills/no-ai-ideology/
floor: -1
# In skills/no-ai-ideology/ROOM.yml:
room:
floor: -1
tower: no-ai-tower
exits:
up: ../no-ai-lobby/ # or explicit path
down: ../no-ai-bias/ # next skill in chain
Topology Patterns
Pattern
Structure
Use Case
Twisty maze
Randomized connections
Challenge, getting lost
Grid
Regular X/Y layout
Cities, chessboards
Star
Hub with spokes
Crossroads, central plaza
Loop
Circular path
Racing, time loops
Tree
Branching, dead ends
Dungeons, boss rooms
Web
Many cross-connections
Complex social spaces
Tower
Vertical stack + horizontal branches
Buildings, department stores
Tower Pattern (Yoot Tower / SimTower)
Inspired by Yoot Saito's SimTower (1994). Buildings extend vertically with each floor branching horizontally.
tower_pattern:principle:"Build UP or DOWN. The tower has no natural limits."structure:central_column:-elevator/# Goes anywhere (express)-stairs/# Up/down between adjacent floors-utilities/# Shared services (HVAC, power)floor_template:-lobby# Entry point from elevator/stairs-departments# Horizontal branches-services# Bathrooms, vending, etc.navigation:elevator:description:"Express access to any floor by number or name"aliases: [lift, express]
buttons:"Panel with all floors listed"stairs:description:"Up/down to adjacent floors only"pattern:"Each floor has stairs_up and stairs_down exits"extensibility:vertical:"Add floors in either direction (up OR down)"horizontal:"Each floor branches to sub-departments"modular:"Floors can be reordered by changing up/down links"
Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
- Forge room
- Living quarters
- Connected to market/
From Actions
Action: DIG
Creates: tunnel/ or cellar/
- Connects to current room
- Darkness, rough-hewn walls
- Possible discoveries
From Quests
Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
- Contains the tome
- Appropriate guardians
- Connected via discoverable path
Lazy Evaluation
principle:"Don't create until needed"strategy:-Player enters room:generateexits(namesonly)-Player asks about exit:generateroombehindit-Player ignores exit:itremainspotentialbenefits:-Infiniteworldsinfinitestorage-Everyplaythroughunique-Playerchoicesshapereality
State
generation_state:seed:42# Reproducibilitystyle:"fantasy"# World genregenerated_places: [] # What existspending_exits: [] # Named but not yet createdtopology:"organic"# Generation pattern
Safety Guidelines
Maintain consistency — don't contradict established facts
Respect player agency — their discoveries are canon
Preserve mystery — not everything needs explanation
Allow emergence — unexpected connections enrich world
Integration
Skill
Integration
room
Generated places are rooms
adventure
World generation serves the adventure
character
NPCs generated with their locations
worm
Worms can trigger generation by crawling
Example Session
> GO NORTH
The path leads into unexplored territory...
[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks
loom overhead. The trail continues east and west.
> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone
structure — perhaps a ruin or shrine.
> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...