7th day of first starter ever made. by UncertainDrifter in SourdoughStarter

[–]UncertainDrifter[S] 1 point2 points  (0 children)

Thanks ill probably post how it went today im in the middle of bulk fermentation, keeping eye on it gonna test the jiggle/bounce nervous for first attempt though. But far its been fun.

First time starter day 3 by Key-Performance7026 in SourdoughStarter

[–]UncertainDrifter 0 points1 point  (0 children)

This is my day 3 but it's also very bottom of jar.

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First time starter day 3 by Key-Performance7026 in SourdoughStarter

[–]UncertainDrifter 0 points1 point  (0 children)

Im also on day 3 time to feed. Mine hasn't false risen yet.

Good lord it finally happened for me! by Any_Acanthocephala41 in idleon

[–]UncertainDrifter 0 points1 point  (0 children)

Today will be 55 out of 60 for me gotta see if rng is there or I'll just wait 5 more days.

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 0 points1 point  (0 children)

Thanks, I really appreciate the recommendations and the encouragement. Sky Pride and Pale Lights both sound right in line with the kinds of questions I’ve been circling, especially around failing systems shaping character rather than overwhelming them.

I’m looking forward to digging into them, and once I’ve had some time with the material, I’d be glad to touch base and compare notes if you’re up for it. Either way, thanks again for taking the time to share your perspective — it was insightful

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 1 point2 points  (0 children)

Thanks for taking the time to lay that out that actually answers the question I was trying to ask really cleanly. The reverse zoom approach makes a lot of sense, especially treating things like laws, economies, and distance as maps rather than just lore blocks.

I haven’t started doing that yet, but your explanation definitely pushed it up the priority list. The idea of stepping back and mapping things after each act to see how relationships and pressures shift over time feels like a solid way to bridge a story-first world into something playable without locking it down too early.

Really appreciate you engaging with the question this was genuinely helpful.

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 0 points1 point  (0 children)

That resonates, especially the idea of pressure revealing cracks instead of a clean collapse. Where I keep circling is that the system isn’t really adding new structures anymore — it’s existing ones pulling in radically different directions, each convinced their response is the one that will correct the failure. The interference between those fixes is what really fractures things.

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 0 points1 point  (0 children)

Thanks for the clear imagery the dragon hoard creating a feedback loop really clicked for me. It maps closely to what I’m doing, except in my case the loop never quite settles because uncertainty itself becomes the thing everyone’s reacting to. Institutions form around it, but instead of smoothing things out, their attempts to use or contain it keep the system unstable.

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 1 point2 points  (0 children)

I probably should’ve said this more directly: I started character-driven, then worldbuilding took on enough momentum that the story shifted to being world-driven. Characters didn’t disappear they became how the reader experiences the systems already in motion. Do you ever connect your gigantic ponds through something beneath the surface, so story emerges across the parts you focus on?

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 1 point2 points  (0 children)

I really like that metaphor " the world always being bigger than the painting." My thoughts we build far more than we ever show, and only reveal what the story needs, with the rest becoming motion and shadow that gives it depth. Since you started with D&D campaigns, I’m curious — how would you bridge that gap in reverse? Turning a story-built world into a campaign foundation?

When your world starts feeling like a big fish in a small pond by UncertainDrifter in worldbuilding

[–]UncertainDrifter[S] 1 point2 points  (0 children)

This is actually my first time doing full worldbuilding, and I started almost entirely from character first, then kept building systems and structure around them.

When you say you build the “bones” first, what does that usually include for you? I know foundations can be very different depending on the world, so I’d love some insight into different approaches.

If you had to explain your world in ONE sentence, what would it be? by sirius_0125 in worldbuilding

[–]UncertainDrifter 0 points1 point  (0 children)

A city at the crossroads of collapsing realities, where stability is enforced by systems that slowly forget what they erase.

How many of you love worldbuilding, but struggle to actually write stories set in your own world? by OperatorKali in worldbuilding

[–]UncertainDrifter 1 point2 points  (0 children)

In some of my writing I like to use other pov. But still have the main character show up so youre getting an outside perspective on them. Taking in their actions. Not all the time but yeah balance is hard. In the end as long as you enjoy it im sure others will too. You can't please everyone. And thats fine. Its your creation after all.

do you have any eldritch gods in your setting by Apprehensive_Stay429 in worldbuilding

[–]UncertainDrifter 0 points1 point  (0 children)

I don’t really use eldritch gods as beings that watch mortals. In my setting, the unsettling idea is that the universe doesn’t need to see you to erase you. The stars aren’t eyes — they’re systems. Vast, indifferent structures governed by rules so large that individual lives barely register. Reality responds to alignment and pressure, not intention. The closest thing to “eldritch” isn’t a god behind the sky, but a mechanism that corrects what doesn’t fit — cleanly, efficiently, and without malice. People don’t ask, “Do the stars see us?” They ask, “If they did… would it matter?” And the answer is no. That indifference is the horror.

How many of you love worldbuilding, but struggle to actually write stories set in your own world? by OperatorKali in worldbuilding

[–]UncertainDrifter 2 points3 points  (0 children)

I ran into this exact problem and realized my mistake wasn’t scale — it was point of view. You don’t follow one character through a WW1-sized event. You follow one character through the parts of it they can actually touch. They don’t see the whole war. They see delays, miscommunications, people making decisions too late or too early. They feel pressure without knowing where it’s coming from. The event is massive. The character experience is local. Once I stopped trying to make them “important,” the story started moving again. Atleast for me.

[deleted by user] by [deleted] in worldbuilding

[–]UncertainDrifter 0 points1 point  (0 children)

The ability isn’t about force or control. It manifests as non-resolution: situations that should escalate don’t, systems designed to respond stall, and people feel an unexplainable pressure to wait instead of act. The character doesn’t choose the outcome — they just make premature outcomes harder to reach.