Lore begins where the central plot stops. It asks what happened before a guest arrived, what may happen after they leave, and what evidence of that life they can encounter along the way. A world gains depth when its power, conflict, rituals, language, rules, places, and objects feel connected rather than placed as decoration.
Objects are especially useful because they can carry story without stopping the journey. A prop becomes a Story-Bearing Object when it has an owner, a purpose, an age, wear, repair, emotional meaning, and a reason it remains. A scar, a phrase, a ritual, a map, a piece of food, or an architectural trace can do the same work. Guests can piece together meaning through the evidence around them.
Lore should support Narrative, not compete with it. It can offer different depths for Participants, Explorers, and Front Rowers, with discoveries that reward closer looking and second visits. The Campfire Test is the useful proof. If people can pass the world's stories to one another without the team present, the world has begun to exist beyond the encounter.