Maybe the "life advice" section? You can move a thread (control in the bottom left I think), but make sure to turn off the thing that leaves a note that it's moved. smf leaving phantom threads defeats the purpose.
Breaking things down is a good skill. e.g. one of the things they taught us in my gamedev course was about pitching projects.
e.g. work out how to write an
elevator pitch. An elevator pitch is a super-short explanation of what your thing is and
why it's special. It should be no more than 20-30 seconds, and cover all the important stuff in passing.
Don't get stuck on irrelevant details.
e.g. one guy at my course when i ask him to explain what his game idea is would explain it a little like this (paraphrasing):
it's about a kingdom, and the king's name is Barry, he has green eyes, and his favorite food is peanut butter. BTW did I mention he has a really cool greatsword, well anyway, he's fighting against this evil Darknight. And the Darkknight's girlfriend is called Samantha. Samantha works as a barista, actually, and she makes really good Soy Lattes. Did you know that soy Lattes originated in ... ? Anyway, in the world of my game there are seven spheres of magic, one of them is the Sphere of Cheese, and the Sphere of Cheese consists of severals sub-spheres including Cheddar. Cheddar Magic allows you to summon mice, but only grey mice, and only on the full moon. On other days, you can summon other types of mice, e.g. white mice. But you need a Secondary Cheese from a related sphere for that. But white mice can't use the "squeak attack" unless you give then the "Boon" ability from the Corpus Magistratum, and you can't get the Corpus Magistratum unless you complete the Seven Quests of the Ninja Lords
^ don't be
that guy, basically.
One idea is explaining things in "spirals". first, you have your elevator pitch, which should be 20 seconds, 1-2 sentences, and it touches on each of the key things your game/story/movie etc is trying to do. Then, the second pass is 1-2 paragraphs. It elaborates on each of the things in the elevator pitch, while
briefly hinting about any new details that are relevant. Then the third pass is where you have one full paragraph explaining each core area in detail. Basically, the idea of explaining things in "spirals" is to touch each core topic over and over, but in a way that elaborates rather than repeats yourself. In each iteration, things from the previous iteration become more fleshed out, while any new topics are introduced (but as their own elevator pitch level concepts). The core skill you learn from this process is
leaving out things that aren't important, which also helps you clarify what is important to yourself. you could practice writing this kind of treatment for a movie, e.g. Star Wars or something else well known.
This concept of
iterating an explanation is that if your cut off, you haven't failed to introduce any important concepts, since you front-loaded what's important at the start, and the explanation is also fractal, e.g. if someone asks for more detail on any one aspect, you have notes ready to go, explaining that feature, any only that feature, without distractions. So you can drill down to what interests people more easily than with a monolithic idea.
Basically,
never expect people to read some shitty "backstory" before they can "get" your game. Nobody cares about the backstory until
after you sold then on how the game works. e.g. imagine explaining Kratos's entire life story to an investor, before explaining
what the player actually does in God of War. Unfortunately, this is how many "game writers" approach things. nobody cares about the backstory unless they're
already sold on how the game plays. Basically, when pitching a game with detailed lore, explain the game itself
very clearly and just say "... and we have a comprehensive world of lore created that the players can enjoy discovering". don't bore collaborators with "world history" and bullshit like that. They don't need or want to know how many moons the planet has.