Procedural content generation for games has largely been formulated as a one-shot problem: given a designer specification, produce a complete level or map. We argue that this framing misses a fundamental property of how worlds are actually played— sequentially, with the player's path through earlier regions shaping what should appear in later ones.
We introduce ScrollWeaver, an online sequential authoring system that generates game worlds area-by-area, conditioned jointly on (i) the player's behavioral trajectory through previously generated regions and (ii) high-level designer constraints. Unlike static one-shot approaches, ScrollWeaver treats world generation as an interactive authoring loop, allowing the world to adapt to play style while preserving global coherence and designer intent. We demonstrate the approach in a roguelike testbed and show that it produces more engaging and designer-aligned content than strong static baselines.