You start with one place. Everywhere else exists the moment you go there.
You don't sit down to a finished world. You start at one place, go somewhere, and that somewhere becomes real. The world is the trail behind you and the horizon ahead.
The map starts almost empty. The reader stands in one place, and the only things on it are the one or two places that one raises. Travelling to a place is what makes it real, and arriving raises the next. There is nothing to exhaust: once every place is found the markers become travel between them.
The reader starts at The survey museum, and finds these:
A tavern keeps its own hours. So does everywhere else.
The harvest fails because no one stopped it. The captain comes back because no one warned him. The factions you ignored met in the dark. You'll find out when you get there. So will everyone else.
Nobody presses anything here. Before light. The fire is banked, two of last night are still asleep at the far bench, and nobody has unbarred the door. The day runs on a clock the reader does not control, and the tavern trades through it:
A coffee shop or a galaxy. Play at whatever size your story needs.
The world holds every scale at once. Tell it what you want, where it lives, what's around it. Change your mind whenever.
It opens in a coffee shop, and every step out is something a player could simply say. The same world holds all of these at once:
What a player says to get from one to the next:
The rest of the site is at /, and the terms and privacy at /legal.