Systems template

SYSTEMS TEMPLATE — Worldbuilding Bible Use this template for any systemic element of the world (hazards, economy, weather, mutations, AI behavior, etc.) 1. System Name Category: (Environmental Hazard, Economy, Threat Ecosystem, Weather Cycle, Mutation System, etc.)

Regions Affected:

Primary Gameplay Impact:

Difficulty Tier:

  1. High‑Level Description A clear overview of what this system is, how it works, and why it matters.

Write 1–2 paragraphs here.

  1. Design Intent Why this system exists

What it teaches the player

How it shapes the world’s tone

How it interacts with other systems

  1. System Mechanics Break down the mechanics into clear components:

Core Mechanics Secondary Mechanics Hidden / Advanced Mechanics 5. Environmental Interaction How the system interacts with the world:

Terrain

Weather

Structures

Flora & fauna

Human settlements

  1. Player Interaction Player Challenges Player Tools / Counters Player Opportunities
  2. Threat Behavior (If Applicable) Describe how threats behave within this system:

Movement

Aggression

Awareness

Weaknesses

Environmental triggers

  1. Resource & Economy Impact What resources this system creates

What resources it destroys

How it affects scavenging

How survivors adapt to it

Trade or barter implications

  1. Narrative Role Story themes connected to this system

Historical origin

Myths or survivor beliefs

How it shapes culture or rituals

  1. Region‑Specific Variants List how this system behaves differently in various regions:

Region Name: Variant behavior

Region Name: Variant behavior

Region Name: Variant behavior

  1. Visual Identity Colors

Shapes

Motion

Environmental cues

Concept art prompts

  1. Audio Identity Ambient sounds

Warning cues

Creature noises

Environmental effects

  1. Points of Interest (System‑Driven) POI Name Description

System interaction

Threat level

Loot potential

Narrative purpose

POI Name Description

System interaction

Threat level

Loot potential

Narrative purpose

  1. Failure States & Risk Profile How players can die or fail

Escalation patterns

Edge cases

Extreme scenarios

  1. Balancing Notes Difficulty tuning

Resource density

Threat frequency

Player counterplay windows

  1. Long‑Term Evolution How this system changes over time:

Seasonal shifts

Mutation or corruption

Faction exploitation

Environmental decay

Player‑driven changes

  1. Story Hooks