Notes on the software that keeps an invented world consistent
I have been building worlds since the early nineties, first on paper and then through most of the software that has come and gone since. I run tabletop games and write fiction on the side, so I have needed these tools to hold up for both.
A world stops being memorable and starts being a database at roughly two hundred entries. Past that point two problems decide whether the project survives: finding the thing I already decided, and noticing when a new decision contradicts an old one.
Most tools solve the first and ignore the second. The ones I keep coming back to treat a world as linked entries rather than a folder of documents, so a place, a person and an event each have one page and know about each other. That structure is what makes a contradiction visible.
Everything here is something I use or have used long enough to have an opinion about.