I have been organizing a small Guildrun reference because strategy and run-based games tend to create the same problem after the first few sessions: the game is fun to explore, but the details you need for planning end up scattered everywhere.
For a new player, the first question is usually broad: what kind of game is this, what should I pay attention to early, and which systems matter first? After that, the questions become much more specific. Which hero fits a certain build? Which relic changes a run? What does a world encounter imply? When should a beginner stop reading and just experiment?
That is the gap I am trying to cover with Guildrun. It is not meant to replace discovery or become a giant wall of spoilers. The more useful role is to act as a reference you can come back to when a decision starts to matter.
The current structure is split into practical areas: Gameplay for core systems, Wiki for structured reference, Heroes for roles and build direction, World for encounters, Guides for beginner routes, and Updates for later changes.
The intended use is selective. Start with the game, then open the guide when a real question appears. If you are trying a new hero, check the hero notes. If a run starts depending on items or relics, check the wiki-style pages. If you are returning after a break, use updates to see what changed.
I am trying to keep the site useful rather than promotional. If it becomes a place players can open during planning without losing the fun of experimentation, then it is doing the right job.
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