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Universe Orientation
Universe Orientation

A quickstart guide on the creation and functionality of Universes

Updated over 3 months ago

Universes are all where creators store the information and assets that help games come alive. In universes, creators can organize their lore and custom rules, create items and handouts to give players, and create scenes to help breathe life into games. Universes give gamemasters and creators the tools to organize content and prepare effortlessly so when game night comes around, running the story comes easy!

Article Information

Category

Universe

Targeted Profiles

Creators & Gamemasters

Requires Alchemy Unlimited

No, but Alchemy Unlimited enables creating more than 1 universe.

In This Article

  • What is a Universe?

  • Creating a Universe Modules

  • Universe Object Overview

What is a Universe?

Universes are collections of many different tools creators and gamemaster can make to aid in running games using various TTRPG systems. Below are a sample of some universe objects and how they can be used.

  • Articles can be used for gamemasters to both organize their lore and present custom mechanics using the system they use to run their game.

  • Items can be created to give players tangible objects they can interact with during a game.

  • Scenes are used to create immersion in games. They often contain music and dynamic artwork to help bring players into the environment of the story.

When used together, these different types of tools within universes can help gamemasters string together a story. A gamemaster can create a scene representing a small village. They can create an article for the village to organize information about different points of interest and the story that will unfold. They can create several NPCs of the townsfolk as well as some monsters that may be hidden in plain sight. Finally, a handout can represent a tavern quest board adventurers can pull for work.

Universes and their tools can be used for a variety of needs independently, but when they are created with each other in mind, they create an immersive and easy tabletop experience that helps players stay focused on the part of the game that matters post: the story.

Creating a Universe

Creating a universe can be done within minutes. To begin, navigate to the Content Universes icon in the navigation bar. From there, click on the 'Created' tab and then the white 'Create Universe' button in the upper right area of the screen. Once clicked, the following modal will be presented.

Universe Creation Modal

Within this modal, the following fields can be filled.

Field

Description

Name

Type in the name of the new universe being created.

Slug

Provide a shortened name or abbreviation to the universe name.

Game System

Select the game system of the universe. The system specified will influence which universe objects are available to create.

Background Visual

Upload splash art to show in the universe's thumbnail and background when viewing its contents.

Logo

Upload a logo of the universe to present in front of the background image. For best results, it is recommended to upload a .SVG image in a color contrasting to the background image.

The 'Theme' tab can also be accessed to alter the look and feel of the newly universe and any game experiences tied to it. More information on these themes can be found in our Universe Themes article.

Once complete, selecting the white submission button will create the universe. At this time, a screen like this will be presented.

View of a Newly Created Universe

This screen helps navigate all around different parts of the universe. Universe modules (more on these below) can be selected directly in the center of the screen. Below them are tabs for each type of object that can be created in the universe (more on these below). Depending on which object tab is selected, a white creation or import button will display in the upper right corner. Finally, to navigate backwards through a universe, click the path in the upper left.

Creating Modules

Modules are used to separate content within a universe. They have several different ways they can be used.

  • If players can access a module about the world, spoilers for a potential game can be hidden from them in a separate module.

  • Modules can be used to separate lore from different regions of the world.

  • Different adventures or campaigns can be separated in the same universe by module.

  • Eras of a world can live separately within individual modules.

No matter the reason, modules can be used to help organize notes and assets related to games. To edit an existing module (including the initial one created when the universe is created) the module thumbnail can be hovered by a cursor to expose its overflow menu. Creating a new module can be done by selecting the + icon next to any existing modules in the universe. When either of these actions are taken, a new module creation modal will appear.

Creating a Module - Module Tab

Creating/Editing a Module - Module Tab

The following fields can be filled in within this tab.

Field

Description

Title

Type in the name of the new module being created.

Title ID

Provide a shortened name or abbreviation to the module name.

Description

Describe the contents of the module to give it context. This field does accept markdown.

Box Art

Upload an image to display in the module's thumbnail when viewing the contents of the universe.

Header Background

Upload an image for the module's header background. This will appear behind the Box Art when editing the module.

Creating a Module - Credits Tab

Once all of the previous information is filled in, the credits tab can then be filled with additional information related to crediting the assets within the module.

Creating/Editing a Module - Credits Tab

The Credits field can be used to honor those who put work into the module while the License field can be used to add legal information related to the assets of the module. Both of these sections are large and accept markdown formatting.

Creating a Module - Sharing Tab

Once all of the previous information has been filled, the sharing tab enables sharing permissions of the module with other Alchemy accounts.

Creating/Editing a Module - Sharing Tab

In the Share field, type in the username of an Alchemy account and add them to the universe. This is done on a per-module basis; so each module would need to be shared with someone in this way in order to grant them access to the entire universe. Once an account has been invited, they can be granted different permissions based on how much access they should have to the module.

Permission

Description

Owner

Grants full control over the module. Owners can view, edit, and delete modules.

Editor

Grants edit permissions in a module. This includes editing content in the module and viewing what's in the module, but they cannot delete the module itself.

Viewer

Viewers are able to see and read all of a module's contents.

Remove

This will remove an account from having any access to a module as described above.

'Everything' Modules

When viewing a universe where you have access to view more than one module within it, an 'Everything' module will appear all the way to the left of the module shelf. When selected, this module will display all of the content from each module you can access within that universe.

Universe Objects Overview

Universe objects are all of the different types of content that can be added to a universe. Below is an explanation of each type of universe object along with links to provide additional information for each.

Articles

Articles can be used to customize different types of notes and lore for running games. They are made for long-form content and do accept markdown formatting to help organize the content within them.

Below are several examples on how gamemasters can use articles.

  • Provide players with homebrew rules about the system they are playing.

  • Help gamemasters keep track of different topics and places of interest within the game's setting.

  • Guide gamemasters through running a pre-written adventure.

For more information on Articles, click here.

NPCs

NPCs are any creature in a TTRPG game that is not a player. Whether it be friendly allies or monstrous creatures, each can be created, provided statistics, and given abilities as a NPC object within a universe.

For more information on NPCs, click here.

Premades

Premades are premade player characters for TTRPGs. When a universe with premades is toggled in a game, those premades will be available for players to pick from when they are creating their character for the game.

For more information on Premades, click here to see information about creating characters in Alchemy.

Handouts

Handouts are a tool gamemasters can use to present different types of information to the players. When a handout is bestowed to players, they can be continually referenced in their handouts tab in game.

Below are several examples of how gamemasters can use handouts.

  • Creating a quest board players can pull up in a local tavern.

  • Revealing a letter the players received inviting them to a local festival.

  • Presenting a map of the world players can easily pull up to reference during a game.

For more information on Handouts, click here.

Items

Items are given to individual players to represent objects their characters may find in a game. They can be completely narratively driven, or may augment some of the character's abilities.

For more information on Items, click here.

Scenes

Scenes are what makes Alchemy immersive. Gamemasters can use scenes to play music and show imagery in games. Scenes are helpful to bring players into the immersion of the story being told as they are the main visuals presented while outside of an encounter in a game.

For more information on Scenes, click here.

Assets

Assets are able to be uploaded to a universe to provide the files anyone can use to create scenes or other universe objects.

For more information on Assets, click here.

Spells

Spells are a universe object specific for Fifth Edition that assist to facilitate the spellcasting component of the system.

For more information on Spells, click here.

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