Importing and exporting Contents

Building a world

Importing and exporting

Bring in lore books from other apps, setting guides and rulebooks (read by the AI into lore and a rule system), or another Worldtable world; take your world, lore and rules away as files.

What the tab is for

The Studio's Import & Export tab, at the bottom of the tab list, does two jobs. It brings in what you've already written somewhere else, so you don't type it all again. And it lets you take your world away as a file: to keep a backup, to start another world from this one, or to use your lore in another app.

Bringing something in always goes the same way:

  1. 1Drop a fileOr paste text. Up to 60 MB a file; books (PDF, Word, text) can come in several at once, read as one.
  2. 2It works out what it isA lore book from another app, a Worldtable file, or a book to read.
  3. 3You pick what to keepA checklist of lore entries, parts of a world, or a drafted rule system you can read first.
  4. 4Only then does your world changeThrough the same autosave as your own edits. Rules come with an undo.
The Bring something in panel: a drop area with Choose a file and Paste text
Drop a file anywhere on the dashed area, or use the buttons.
You dropWhat it becomesAI?Cost
A lore bookLore entries you tick to keep (and a cast member, from a character card)NoFree
A Worldtable world fileAny parts of that world you pick: setting, peoples, lore, rules, map…NoFree
A Worldtable rules fileA rule system, ready to useNoFree
A bookLore entries, and a rule system if it's a rulebookYesA little

Lore books from other apps

A lore book (also called world info, a lorebook or a memory book) is a list of entries: a title, some text, and the keywords that bring it up. Our Lore tab works the same way, so these come straight across, with no AI. Engine It reads:

  • SillyTavern world info (a .json file), and lore books exported from Chub;
  • character cards (V2 and V3), as their .json or the .png picture itself, which carries the card inside;
  • NovelAI .lorebook files, Agnai memory books and KoboldAI world info;
  • a plain list of entries with a name and some text, and Worldtable's own lore file.
A SillyTavern lore book read: six entries with checkboxes, their kinds, one opened
A lore book about a drowned coast. Click a title to read the entry; untick any you don't want. One switched-off entry was left out, and the panel says so.

How an entry comes across

Title
The entry's name or comment; if it has none, its first keyword.
What's true
The entry's text. A very long one is cut at 12,000 characters, and the panel says so.
Also look this up for
Its keywords, the secondary ones too. A keyword written as a pattern (/court(s)?/i) becomes plain words.
Kind
Its group or category (Factions, Places…), or world when it has none. Change it on the Lore tab.
{{user}} and {{char}}
Become "the player" and the card's character, since your world has no single user or character.
Switched-off or empty entries
Left out.

Click Add … to the lore. An entry with the same title as one you already have is marked replaces yours, and adding it rewrites yours; Only new ones picks just the rest. A world holds up to 2,000 lore entries.

A character card brings its lore book, and also offers the character for your Cast: its description and personality become theirs, its scenario what they want. Untick Add … to the cast if you only want the lore.

Reading a book

Anything else with words in it is read by the AI: a rulebook, a setting guide, a campaign bible, your own notes. Storyteller It reads PDFs, Word documents (.docx), Markdown, text files and saved web pages, or text you paste. Up to about 2 million characters are read, roughly 600 dense pages.

Choose what to take

After the file is read you see its first lines and two choices:

  • The setting, as lore: places, peoples, factions, history, gods, creatures and customs, as lore entries to pick from.
  • The rules, as a rule system: how rolls work and everything the rules give a character and their foes. This is ticked for you when the text talks about dice.
A Markdown rulebook read: its first lines, the two choices, and what reading it costs
The panel says how many parts the book is read in and what it costs. Press Read it to start.

While it reads

A bar fills as the parts are read, about five pages each, a few at a time. A short book takes under a minute; a long handbook, a few minutes. You can switch tabs or close the page: the reading carries on, and the tab picks it up when you come back (for two hours). Stop ends it, and credits for a stopped book are given back. One book at a time per world.

Reading the book part by part, with a progress bar and Stop
Reading the parts.

When it builds rules, the steps show as they happen:

Building the rule system: choosing how a roll works, writing conditions, abilities, creatures and gear
Building the rule system, step by step.

The lore it found

One entry per subject, written in the AI's own words, with every name kept as the book spells it. A subject that comes up in several parts of the book is one entry, its facts put together. Rules and game mechanics are left out of the lore. You pick entries the same way as from a lore book.

Lore it found: entries such as Spellbooks, Relics and Wood Troll with their kinds
Lore found in a rules handbook: it has some setting in it too.

Rules from a handbook

When you ask for the rules, the AI turns the book's rules into a rule system in four steps. Engine checks every piece before it's kept:

  1. How a roll works. If the book plays like one of the six systems you can start from, it starts from that one: a d20 plus a modifier against a number is Classic d20; a pool of d6 read by the best die is Forged in the Dark; 2d6 plus a stat read as 10+, 7–9 and 6- is Moves. Otherwise it makes one from scratch, the way Making your own system does, with the book's dice, stats, skills and resources.
  2. The lists. Its conditions, then its spells and other abilities, its creatures and its gear. When the system is Classic d20, anything the book shares with the SRD (Magic Missile, a goblin, a longsword) is taken from the SRD library, already written and checked. The rest are written in small batches; anything that doesn't check out gets one fix, then a plainer version (a spell that just describes what it does), or is left out and named.
  3. The classes. Its classes, playbooks or careers, up to 40, each with the abilities it starts with and grows into, the skills it is good at and its starting gear. Each class's abilities are written onto its own list, so a level-up offers that class's picks. Sample characters the book builds from two of its classes aren't classes of their own and are left out.
  4. The rules as cards. The book's rules that happen at a moment become rule cards, up to 16: what a fumble or a critical gives, what happens at 0 health or at half, what a level or a defeated foe gives. They come last, so they can point at everything above.
  5. The book's words. Stats, skills, tracks, the roll's outcomes and difficulty words renamed and described as the book has them.
  6. The credit. An open licence line in the book (Creative Commons, OGL, ORC) is kept as the system's credit.

Several books at once

A game often spreads over a core book and supplements: a bestiary, a book of new classes. Drop them together, or use Add another book after the first, up to six. They are read as one book, each under its own name, so the rules come out as one system and the lore as one set to pick from. Each book is priced as it would be alone, plus one build.

Read it, then keep it

Nothing is saved yet. You see the system's name and summary, what it holds, and a few lines on what came across and what didn't. Read it as a player's handbook opens the handbook your players would read.

The rules it drafted from Cairn: its summary, what came across, and the handbook opened
A rule system drafted from Cairn, a roll-under d20 game: made from scratch, with its spells, creatures and gear, and its CC-BY-SA credit.

Use these rules makes it your world's rule system. It replaces the one you had; heroes already in the world keep their story and get a fresh sheet to review, as with any switch. Put the old rules back undoes it. After that the system is yours like any other: change it on the Rules tab or ask Hob.

What the book didn't say

A book can leave out something a system needs to play: the levels where stats grow, how health rises, the values a new character starts with. Worldtable fills each one in and marks it as a stand-in. They are listed in the Stand-ins panel at the top of Studio › Rules, to Keep as yours or Change. The storyteller, Hob and the table-talk GM know which they are and never present them as the book's rules.

What to expect

Four rulebooks that play very differently, as they came in:

BookStarted fromWhat came across
Cairn (roll a d20 under a stat)Made from scratchIts saves, Hit Protection, fatigue and inventory slots; 40 spells, 7 creatures, 6 conditions, 30 pieces of gear
A fifth-edition SRD (d20 + modifier)Classic d20Its stats and skills in its own words; 30 spells and 18 monsters, most from the SRD library
Dungeon World (2d6 + stat, moves)MovesIts five stats, HP and outcome names; 40 moves and its gear
Blades in the Dark (d6 pool)Forged in the DarkAll twelve actions in its words; 40 abilities and its gear
Each was read in one go, at about two to three cents of AI.

What doesn't come across yet

  • A stat or resource the starting system lacks isn't added (Dungeon World's sixth stat, its Load). Add it on the Rules tab.
  • Very long lists are cut: at most 400 abilities, 200 creatures, 300 pieces of gear, 60 conditions and 40 classes from one import, and no more than its price covers (below). A whole core book fits; the summary names anything left out.
  • The storyteller's own tools (a die of fate, morale, a scars table) stay with the storyteller. A rule card can make one of them a rule.

What it costs

Lore books, Worldtable files and exports cost nothing. Reading a book uses the AI, paid the way your world pays for everything else (credits, or your own key):

On creditsOn your own AI key
Reading a book1 credit for every 100,000 characters (about 30 pages)About 1 cent per 30 pages on the default model
Building a rule systemUp to 3 credits plus 1 for every 25,000 characters of book. It costs 3, plus 1 for every 40 spells, creatures, pieces of gear and classes it writes; the rest comes backAbout 2 cents, plus about a cent for every 100 entries
The tab shows the price before you press Read it. For the rules that is the most a book that long can hold, paid up front so everything comes in at once; what isn't used comes back when it's done, and all of it does when nothing comes of a book or when you stop it. A 350-page core book of about 560,000 characters and 580 entries: 6 credits to read, up to 26 for the rules, about 18 of them used.

Worldtable files

A world file (made by World file below) holds a whole world. Dropping one shows its parts with a count for each; tick the ones you want. Each part you pick replaces this world's own:

Setting
Name, premise, tone, storyteller instructions, art style.
Peoples
The playable peoples. Heroes already made here keep theirs.
Magic, Lore, Cast, Economy
As on those tabs.
Game rules
The Rules and Power tabs, and the AI model choice.
Rule system
The whole rule system, with its spells and monsters.
Map and places
The map, regions, towns, landmarks, realms and their lore, and the dungeons under the landmarks. Only into a world that isn't published yet: a published world's map is fixed.
A Worldtable world file: nine parts with counts, each ticked
Pick the parts, press Bring in, and confirm.

Bringing in a part you didn't want can be undone from the Studio's earlier versions; a rule system from Put the old rules back or the Rules tab. A rules file (made by Rules file below) brings in just a rule system, the same way as one drafted from a book.

Taking it with you

Take it with you: the whole world, the lore, and the rule system, each with download buttons
Each button downloads a file.
World file
Everything: setting, peoples, magic, map and places, lore, cast, economy, rules, the rule system, and the dungeons under your landmarks. Your AI key is never in it. Bring it back into this world or another from the same tab.
Lore: Worldtable
Your lore entries, for another Worldtable world.
Lore: SillyTavern
Your lore as a SillyTavern lore book, which SillyTavern and the apps that read its format can use. Each entry's title and its look-up words become its keys.
Rules file
Your rule system, for another world.
Handbook
The player's handbook for your rules, as a Markdown page to share or print.

When something goes wrong

"This PDF has no text in it"
It's scanned pages. Export it with text, or paste the text.
"That JSON isn't a Worldtable world, a rule system or a lore book"
It's JSON in a shape the tab doesn't know. If it's a lore book, export it from its app as SillyTavern world info.
"Couldn't work out how its rolls work"
The book's core rules weren't found or were too scattered. Paste just the chapter on how rolls work, or pick a preset on the Rules tab and bring in the rest as lore.
"Needs an AI key (or credits)"
Reading a book uses the AI: add a key or credits on the AI tab.
A part of the book was skipped
A part the AI couldn't read twice is skipped and counted in the notes; the rest still comes in.