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Introduction

1. Introduction

Worlds That Remember is a cooperative, GMless roleplaying game about survival under pressure, where the world’s response is procedural and lasting.

This game is built on three commitments:

No hidden information economy: no blind draws for gear, no secret deck order, no “digging for” answers.
Consequence is explicit: dice do not create drama; they measure cost, fallout, escalation, and change.
The world persists: Tags, Locations, Factions, Attention, and Doom record what happened and shape what comes next.

You are not optimizing a character sheet. You are managing survival, identity, and the weight of what the world now knows about you.


1.1 What This Game Is About

Play focuses on:

• hard choices about safety, travel, and exposure
• fragile capability built through gear, allies, and places
• escalation that arrives on world time (not player time)
• legacy: what remains when someone falls


1.2 What This Game Is Not

This game does not assume:

• balanced encounters
• “combat as sport”
• leveling as a reward schedule
• a GM to soften outcomes

Creativity is expressed through: • what you attempt
• which Tags you invoke
• which dice you choose to risk
• what you sacrifice to contain collapse


1.3 Core Objects (Quick Glossary)

Tags (Section 6): the descriptive/mechanical language of characters, gear, locations, factions, ruins, and the world.
Action Cards (Section 7): what you can do cleanly right now; preparedness is your “action economy.”
Conditions (Section 11): harmful cards that enter your deck and reduce clean options over time.
Locations (Section 15): the network of places you negotiate into safety, upgrade, defend, and lose.
Exposure (Section 17): the world pressing in when shelter fails.
Attention (Section 18): how visible and patterned your actions have become.
Doom (Section 19): campaign-scale escalation when containment fails.
Catastrophes (Section 20): irreversible breaks in the world state.
Legacy (Section 21): what persists after death.


1.4 How to Use This Document

The minimum onboarding path is:

• Section 2 (Resolution)
• Section 3 (Aspect Dice)
• Section 4–5 (Pool + Reading)
• Section 6–8 (Tags + Cards + Support)
• Section 14–15 (Cycle + Locations)
• Section 17–20 (Exposure + Attention + Doom + Catastrophes)

Everything else deepens and stabilizes play.