Seriously, though, if you have a bunch of lore rattling around in your head and you don’t know what to do with it, pretending that you’ve been assigned to write the explaining-the-setting chapter for a hypothetical tabletop RPG can be a productive exercise. Shifting gears from crafting to explaining will often uncover the gaps in your thinking that have been holding you back, even if the person you’re explaining it to is imaginary; it’s the same principle whereby you can uncover bugs in your computer code by describing the logic behind it to a rubber duck. Plus, the part where you answer the “what do player characters actually do?” question is a natural plot bunny generator.