Sealing, production, release, and saves
How the three stages connect
| Stage | Your action | Result |
|---|---|---|
| S1 World sealing | Confirm world content and scope | A definite, referenceable world version |
| S2 Product direction | Configure goals, sources, and rules inside TTRPG/chat/town/etc. | An explicit production plan |
| S3 Product execution | Explicitly start production, inspect outputs, release, and run | Product versions and independent saves |
Some products allow an S2 draft without world sources. Formal production still requires source and product checks; saving a draft is not formally starting.
Independent longform, short fiction, and novel adaptations do not require world sealing first; they have their own creation workflows.
Does publishing put it online?
Product publishing usually preserves an immutable local version for export or play. It does not automatically upload to a public website, create a community account, or launch a commercial service.
Check attribution, licensing, and asset rights separately when sharing files.
Why old versions do not change
A frozen version preserves its content at the time; later revisions form new versions. Old exports, games, and saves remain traceable to their original evidence.
World versions, product versions, and saves are three different objects. A world upgrade does not automatically upgrade a product; a new product version must not be assumed to overwrite existing saves.
Author checks
Before release, check source versions, candidate adoption, serious issues, and asset completeness. After release, check which version export or play uses, then retain a full backup.