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?
That is the gap I am trying to cover with Guildrun: https://guildrun.net/. 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.
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.