Wayfarer Builder
Parent Storylet -- Select Parent Storylet -- Abandoned Tollhouse Change Pace Examine the Wayside Shrine Grove — Push Deeper Grove — Search the Old Wall Halt Mara — Decline Mara — Travel Together Move On Search the Orange Grove Set Pace to Fast Set Pace to Moderate Set Pace to Slow Shrine — Leave the Old Coin Speak with Mara Test - Random Player Gets a Broken Ankle Trade Water [TEST] Hidden Chamber [TEST] Morning Clock Condition [TEST] Noon Clock Condition [TEST] Offer the Coin [TEST] Random Pack Mishap [TEST] Random Party Subject [TEST] Recruit Mara [TEST] Return to Feature Lab [TEST] Take a Test Coin [TEST] Wayfarer Feature Lab Leave blank for a root Storylet. Select a parent to make this Storylet one of that Storylet's player Branches.
Name * Author-facing Storylet name and default player-facing title.
Narrative / Description Insert Token Bindings Name tokens for local or inherited Storylet Bindings. Narrative shown when this Storylet opens. It may also be used as preview text when the Storylet is offered.
Branch Label Used when this Storylet appears as a child Branch. Leave blank to use the Storylet Name.
Branch Order Lower numbers appear first among sibling Branches. Ignored for root Storylets.
Trigger Type * Manual Automatic Chance Event / Linked Only Manual: offer while eligible. Automatic: fire when it becomes eligible. Chance: while eligible, roll the base chance each tick. Event / Linked Only: never offer as a normal Action; open it from a Status Outcome or another linked gameplay event.
Maximum Occurrences Leave blank for unlimited occurrences.
Status * Draft Active Inactive
Optional. Reuse an existing asset from this game's Media Library, upload a new asset, or leave the slot empty.
Optional. JPG, PNG, or GIF. Maximum upload: 10 MB.
No image
Use existing -- Select existing image -- No existing image assets have been uploaded to this game yet.
Upload new
Library Name
Optional. MP3 only. Maximum upload: 30 MB.
No audio
Use existing -- Select existing audio -- No existing audio assets have been uploaded to this game yet.
Priority Author-controlled gameplay order for competing Storylets. Lower numbers are evaluated first.
Tick Cost How many normal gameplay ticks resolving this Storylet consumes. 0 consumes no time; 1 or more runs the normal tick pipeline.
Base Chance % Used only by Chance Storylets. Eligibility is checked first; then this percentage is rolled on each gameplay tick.
Interrupts Travel No Yes Used by Automatic and Chance Storylets. If Yes, firing the Storylet stops the current travel activity. Manual Storylets are selected by the player and do not use this setting.
Bindings give a Storylet stable names for Characters and Items. Multiple Bindings may exist at the same time. Branches inherit their parent's Bindings; Storylets opened by another Storylet receive the complete Binding context. A local Binding with the same Key intentionally replaces the inherited one unless Selection Rule is Inherited Binding.
Use Subject as a conventional first Binding when useful, but it is not special. Status-triggered Storylets receive the Status Owner as an incoming subject Binding; choose Inherited Binding to use it. By default random/specific selections exclude objects already used by another active Binding.
subject
{{key.name}}
Conditions determine whether this Storylet is eligible. A root Manual Storylet can be offered only while these are true. Automatic and Chance Storylets can fire only while eligible. For a child Storylet, these same Conditions determine whether its Branch is available to the player.
These Effects run once when the player enters this Storylet. Each Effect may use ordered conditional results and an optional Otherwise result. Targets come from Wayfarer's universal runtime-state catalog, so the Storylet may inspect or change Game, Player, Region, Location, Item, and Character Trait state. Definition metadata such as min/max is not a target.
Storylet Effects execute once when this Storylet is entered. A Storylet → Continue To Effect resolves after the other Effects and opens the selected root Storylet.
Each Effect controls one target. Results are checked from top to bottom; the first matching result wins. Random values are rolled once when the Effect fires.
+ Add Effect
A Branch is another Storylet whose Parent Storylet is this Storylet. The child Storylet's Conditions decide whether the Branch is available; entering that child runs its Effects. Children may have their own Branches, so this structure can nest to any practical depth without a separate branch-object schema.
Save this Storylet first. After it has an ID, you can add child Branch Storylets here.
Save Storylet
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