The player-facing guide to WorldArchitect.AI (iPhone/iPad beta on TestFlight) — a D&D 5e game that runs in your browser. The game rolls the dice, the world remembers what you did, and the house rules are yours to write.
Dashboard ──> Step 1: Choose Your Campaign ──> Step 2: Ready to Launch ──> Turn loop (Act / Think / God)
- Open your dashboard: sign in at worldarchitect.ai or the iPhone/iPad beta on TestFlight (Continue with Google) to pick up a campaign or start a new one.
- Fill in the 2-step wizard:
- Step 1 — Choose Your Campaign: choose Play a campaign to build your own world and character. Dragon Knight is the optional ready-made quick start. On the custom path, fill in Setting / World — one-click suggestions for Game of Thrones, Star Wars, Cyberpunk, The Witcher, Middle-earth, Stranger Things, Marvel and Dune, or type any setting you like — then era, protagonist, adventure setting, and a plot "what-if".
- Campaign description prompt: the last section of step 1 (section 7 on the custom path) starts collapsed — click Expand to open it, then paste a full campaign bible, world lore, faction rules, or premise. A 70,000-character document has been tested and stored intact.
- Step 2 — Ready to Launch: choose AI generate portrait or Upload your own for an optional avatar, edit anything on the summary card, and click Enter the World.
- Play turn by turn:
- The GM opens the scene and confirms your character sheet.
- Pick one of the suggested actions — four in ordinary play, three after a God-mode turn — under Your move, or type your own action in the message box and press Send. Tap a choice's chevron to read its details and any pros and cons inline before committing. Tapping a suggested choice while in Think or God switches back to Act and submits that option. While a turn is in flight, a Cancel button appears over the textarea to halt generation and restore your typed draft.
- The three buttons under the message box decide how your text is read:
- Act (the default): what you type is what your character does and says. The story advances.
- Think: the story pauses while you weigh options with the GM. No time passes, no actions are taken.
- God: administrative control — edit stats, spawn items, teleport, fix mistakes, set persistent narration rules. The world is frozen and the story does not advance.
- Know your limits: the default story-turn allowance is 100 turns in a rolling 24-hour window and 50 in a rolling 5-hour window. Your account or environment may have different limits; use the allowance and reset information shown in the app. Campaign creation and God-mode actions have separate limits. Adding your own model API key can change the applicable allowance, but does not guarantee a particular ceiling. Open ⋯ More game actions → Settings for the model and key options available to you. See usage limits and settings.
These screenshots show an earlier interface. Follow the written steps for current controls; the game-screen buttons are now Act / Think / God, and additional controls live in ⋯ More game actions.
Your saved worlds. Each card shows when you last played it and a line of character, setting and premise. Click one to drop back in.
Set the setting / world, era and protagonist. The last section, Campaign description prompt, is where a long world bible goes — it is collapsed until you click Expand.
Generate a portrait from an editable character description, or upload your own image and position it in the circle. Review the summary, then Enter the World. See portrait setup and changes after launch.
Read the scene down to Your move, then choose an action or type your own. Act / Think / God sits under the message box. Open ⋯ More game actions for available controls such as Settings, Undo last turn, Share story, Download story and Campaign details.
The image below shows the earlier game-screen layout.
The wizard asks for a setting / world, era, protagonist, adventure setting and a plot "what-if" — everything else you decide in prose. Say up front how powerful your character is meant to get and what the story should feel like, and paste deep world lore into the Campaign description prompt field. Plan an opening scene where something is already happening, and set one to three god-mode rules early. See CampaignDesign.
God-mode rules are house rules you write that stay in force for the rest of the campaign, changing how the GM narrates. The ones that work name concrete traits, list specific taboos, and anchor a worldview — X is/does Y. Avoid Z. Always W. Type GOD MODE: <rule> in the composer, or click the God button first. To get rid of a rule, just ask in plain language: GOD MODE: forget the rule about companion scaling. See GodModePrompting.
WorldArchitect.AI is a tabletop-style RPG that runs in your browser. The system runs the rules — initiative, dice, HP, spells, faction combat — and an AI narrates the world around your choices. You steer it two ways: in-character actions, and God mode, a pause menu where you edit the world directly (stats, gold, items, NPCs, the clock) and set standing rules for how the GM should narrate. Campaigns run from a few scenes to several hundred, from a village squabble to multiverse-spanning stakes, solo or with a party or at the head of a faction.
This wiki is the player manual. It assumes you've signed up at worldarchitect.ai (iPhone/iPad beta on TestFlight) and want to know what to do next. The table of contents below groups the pages by topic; index.md lists every page with a one-line summary.
The case studies are illustrative, not normative. Any setting, any tone, any power level works; the wiki's recommendations are patterns, so take the ones that fit your campaign.
| If you want to… | Read |
|---|---|
| Understand what the game is | What is WorldArchitect.AI? |
| Play your first session | How to play — first 30 minutes |
| Plan a campaign before launching | How to design a campaign |
| Start from a finished campaign bible | House of the Dragon campaign |
| Shape how the narration sounds | How to prompt god mode |
| See what the game does, system by system | Player user stories |
| Sort out accounts, settings, saving and export | Player features reference |
| Drive the game from your own code | Developer API |
| System | What it covers |
|---|---|
| Combat | Initiative, turn order, action economy, AoE, conditions |
| Dice + DiceAuthenticity + DiceNotation | Who rolls and when, reading 1d20+5, and why the GM can't fake a result |
| Spellcasting | Spell slots, preparation, concentration |
| Healing + RestAndDeath | HP recovery, short/long rest, death saves |
| LootAndRewards + Equipment | Treasure and XP, gear slots, what an item actually changes |
| LevelUp + LevelUpProgression + ASI + Subclass | How leveling happens mid-scene and how to change what the AI picked, growth over a long campaign, the divine endgame past level 20, ability-score and subclass choices |
| CharacterCreation + AbilityScores + AdvantageDisadvantage | Building a character: letting the GM build it or doing it yourself, ability scores, advantage and disadvantage |
| CompanionArc + CompanionPersonality + NPCRelationships | Companions and NPC reputation |
| FactionSystem + FactionManagement + FactionPower | The faction minigame end-to-end |
| LivingWorld | The world keeps moving while you're somewhere else |
| GodMode + GodModePrompting | The pause menu: editing the world directly, and writing rules that stick |
| CharacterMode + ThinkMode | The composer buttons you use in play (Act, Think, God), and the modes the game picks for you |
| SpicyMode | The 🌶️ Spicy control in the ⋯ menu, and what it changes |
| CampaignDesign + CampaignWizard | Designing a campaign, the 2-step creation flow |
| DnD5eRules | The D&D 5th Edition rule spine |
| Initiative + CombatVictoryProtocol + SmartSkillChecks | Combat resolution |
| Page | What it is |
|---|---|
| WorldArchitect | The game itself — 5-minute pitch |
| CampaignShowcase | Gallery of example campaigns |
| ItachiGaiden, AristocratReborn, NocturneBg3, ItachiUchiha | Write-ups of real campaigns |
| Daemon, AegonTargaryen | Character sketches from the House of the Dragon campaign template |
| FactionBattleSim + FactionIntel | Faction minigame subsystems |
| GOD_MODE_RESPONSE | What a God-mode turn sends back |
- vs AI Dungeon — structured D&D 5e GM vs freeform LLM storytelling
- vs Discord RPG bots — dice-and-sheet bots need a human DM; this is the DM
- Dice FAQ — common dice questions
- GodMode FAQ — common god-mode questions
- Faction FAQ — common faction questions
- SCHEMA.md — wiki conventions, frontmatter, tag taxonomy
- log.md — change history
- index.md — full page catalog
If this is your first time, read these four pages in order and skip the rest:
- What is WorldArchitect.AI? — what the game does and doesn't do.
- How to play — sign up, run the wizard, take your first action.
- How to design a campaign — pick a setting, write a god-mode header, plan your arc.
- How to prompt god mode — write rules that change how the narration sounds.
Once you've played one session, read Player User Stories to see what's possible, then browse Campaign Showcase for inspiration.
This is a public reference wiki. If you find an error or want to suggest an addition, open an issue on this repo.
The live game is the source of truth. Where this wiki and the game disagree, the game is right and the page needs fixing.
MIT. See LICENSE.



