Connection Gravity
Connection Gravity is a session prep tool that surfaces world entities most relevant to what is happening right now. It is not prescriptive — it shows you what is connected, not what you should do.
Find it in two places: the Gravity panel in Session Mode, and the session prep sidebar available during pre-session planning.
How it works
Gravity draws on three sources when deciding what to surface:
Relationship depth to pinned entities. The strongest signal. When you pin an entity in Session Mode, Gravity looks at every entity directly linked to it — by wikilinks and explicit relationship entries — and surfaces those first. Then it looks one step further out, to entities connected to those connections. Closer links rank higher.
Recent session history. Entities that appeared in your last two or three sessions carry a recency boost. If the Magistrate showed up last session and you are back in the capital city, Gravity surfaces her higher than a character who has not appeared in months.
Character anchors. If you have set up character anchors for the party, threatened anchors and unresolved threads from those anchors surface with priority in character-first mode (see below).
Gravity dots
Each suggested entity shows one to three dots next to its name:
- Three dots — strong relevance, high relationship depth or recent session presence
- Two dots — moderate relevance, connected but not immediately adjacent
- One dot — weak relevance, surfaced because of a second- or third-degree connection
Use dots as a rough guide. A one-dot suggestion is not unimportant — it is something that might become relevant if the session moves in a certain direction.
Practical workflow
The most common use: pin the location where this session takes place. Gravity immediately surfaces NPCs whose articles wikilink to that location, factions tied to it, and items last seen there. Pin one or two of those NPCs — Gravity now surfaces their factions, associates, and enemies. Within a few pins, you have a web of entities relevant to the session without manually searching for them.
Pin the location first, then the NPCs, then any items the party is carrying. Each new pin recalculates the gravity rankings. The panel updates in real time.
Character-first mode
When character anchors are configured for the campaign, toggle Character-first mode at the top of the Gravity panel. In this mode:
- Threatened anchors (NPC relationships, places, or beliefs the party has at risk) surface first regardless of location-based connections
- Unresolved threads tagged to player characters appear at the top of the list
- Pure world-connection suggestions appear below, ranked as normal
Character-first mode is most useful in character-driven campaigns where NPC relationships and player backstory hooks matter more than location-based context.
Improving accuracy
Gravity is only as useful as your world's link network. The more wikilinks and relationships you build, the better the suggestions become.
Concrete steps that help:
- Add
[[wikilinks]]whenever you mention an NPC, location, or faction in an article body — each link is an edge Gravity can traverse - Use the relationship web to create typed connections (lieutenant of, rival to, owns, located in) — these carry more weight than plain wikilinks
- Run post-session debriefs consistently — session history feeds recency data back into Gravity
Gravity needs a few sessions of history before its recency-based suggestions become noticeably accurate. In early sessions, lean on the pin-based suggestions, which work from day one as long as your world has wikilinks.
What Gravity does not do
Gravity does not know what story you are trying to tell. It surfaces connections — it does not rank entities by narrative importance or dramatic weight. An innkeeper linked to the current location shows up alongside the villain if they are both connected to the same node.
That is by design. Gravity is a map of what is nearby in your world's graph. You decide what matters.