▦ Built cube by cube
The whole region stands on one five-foot × five-foot grid — every
field, street, floorboard… A wall stops you because it's a wall, not because
there's a label that you could ignore. If you can reach a place, you can go there
and stand in it; but if you go where you shouldn't the NPCs won't like it.
✦ Everybody is somewhere
Every person is in an exact spot — in a room, on a road, at a bench by the fire.
Nobody is filed as "in the tavern, roughly". The world knows which square they
are standing on, and so does anyone close enough to see them.
◎ The dice really decide
When you swing, you throw first. The d20 and its damage dice go on the table in
one handful, exactly as they would at a real table — and if you miss, the damage
lying there simply does not count. Nothing about the outcome exists until the
dice have stopped moving.
☾ Time actually passes
A clock, a calendar, and a tide that goes out and comes back. Shops keep hours,
people keep routines, and the estuary at four in the morning is not the estuary
at noon.
✎ It remembers
Carvings you cut and furniture you shove stay cut and shoved. They belong to the
spot you left them in, not to the evening you were playing. Come back in a month
and your mark is still in the doorframe.
⚑ Nothing is painted on
Every room and every door is checked, automatically, for whether you can
actually get to it. A cathedral you can see but never enter counts as a broken
world here — something to be fixed, not explained away.