by Peter Chiykowski
I love learning about the creative process. One of my favourite things to research is how people in different fields, from the arts to the sciences, are able to solve problems and develop new ways of thinking about the world. I appreciate it when a creator reveals the behind-the-scenes on their work, demystifies the process, and shares their tools and findings with the community.
Having just passed a major development milestone in the release of our new deck of lore prompts, I thought I'd share a bit about my own process. Over the coming months I'll show you how the deck grew from a page in a notebook into a $600,000+ crowdfunding project, and I thought I'd start today by pulling back the curtain on our beta process for Lore Master's Deck.
We launched The Story Engine: Lore Master's Deck (our third core deck) on BackerKit last June, and we're finally entering the home stretch of development. Our open beta begins on February 8, and you can still get beta access if you pre-order Lore Master's Deck!
One of the things I love about crowdfunding is being able to receive feedback from the people who are most invested in the project, and getting to share the nuts and bolts of the development process with them.
So I opened a form where backers could sign up for the closed beta: an early working PDF copy of the deck. I sent decks in November and provided a Google Form where participants could submit structured feedback on specific aspects of the deck, as well as general feedback and impressions.
We overhauled primary cues to avoid repeated words
There are two reasons I did this in the alpha and beta:
- I wanted the probability of a given cue being drawn to reflect the prevalence with which certain structures and concepts recur in life and fiction. Often the words I repeated were broad words that make for good blank canvases to fill in with secondary prompts, so they take on new meaning every time they appear.
- Repeating essential cues had been helpful for Regions and Landmark cards in Deck of Worlds, where one world map might need multiple towns, forests, and seas.

The guidebook includes this example lore cluster. Here, "school" features as a fighting school, but in a different context, you could have a primary school, a philosophical group, a culinary school, a college, a magical tradition, or a school of thought within a discipline.
There was helpful and consistent feedback in the beta that this repetition of words felt limiting and deck users wanted access to a wider variety of cues. It also helped me realize that Deck of Worlds was a very different kind of project; the Region and Landmark cards include artwork to differentiate repeated words and make each instance feel unique.

I'm so, so happy with the new material and I can see how much value this variety adds to the deck! Thanks to everyone who sent in notes about this.
We overhauled primary cues to reduce the number of words that also appear in The Story Engine Deck and Deck of Worlds
There's a delicate balance when you're developing a new standalone deck system that builds on existing decks: you want to present as much new material as possible, but also need to cover some of the same core concepts as the previous material. Because Figure cards are an intentional analogue to Agent cards from The Story Engine Deck, we needed to include essential character types and social roles, like "healer," "researcher," and "soldier." The same went for Locations (which parallel Landmarks/Regions from Deck of Worlds and Anchors from The Story Engine) and Objects (which also parallel Anchors from The Story Engine).

![Screenshot of some Figure cards from our card database. You'll notice "artisan" is tagged with [tse], indicating the word appears in The Story Engine main deck. "Adventurer" appears in a Story Engine expansion.](https://cdn.shopify.com/s/files/1/0260/4567/7664/files/card_reapeats_2048x2048.png?v=1706029949)
After our closed beta revisions, doing some quick back-of-the-envelope math on the 2,400 cues in Lore Master's Deck, it looked like ~2% of cues appear in another main deck, and another ~2% appear somewhere in another deck system's suite of expansions. We managed to cut that number to less than half of what it was before.
Again, we replaced these cues through additional writing and brainstorming sessions, followed by more crosschecking sessions, followed by more writing and brainstorming sessions, until we were satisfied.
Cutting down overrepresented primary cue categories
For example, during the alpha, the Factions deck was designed so that every card features a military faction, spiritual faction, political faction, and secular faction.


There were two card types where we heard consistently that there were too many cues on a given category.
- For Factions, we heard that there were too many military-focused cues.
- For Creatures, there were too many plant/fungus-focused cues.
I want to give a special shout-out to our community manager Eric Weiss, who really fleshed out some new community-focused categories for the Factions deck. His additions, like "neighborhood," "diaspora," and "borough," really touched on new ways of recognizing groups of people with a common interest or experience.

That's all for now! I hope you enjoyed this peek behind the curtain, and stay tuned for more development journals in the weeks ahead!
