Player's Handbook · Chapter 1

What This Is

You are not the protagonist. You are a person who arrived somewhere that was already busy.

That is the whole design. Everything else falls out of it.

The world had a calendar before you got here. People had debts, and grudges, and somewhere to be tonight. When you walk out of a room the room does not pause. When you sleep, the week keeps going without you, and you will hear about what happened or you will not, depending entirely on whether anyone thought it worth mentioning to you.

What that changes

Most AI games are built so the world attends to you. Someone is always available. Doors open as you approach. A conversation waits, frozen, until you decide to have it.

Here the world is indifferent by default. Not hostile — indifferent. There is a difference and you will feel it within about ten minutes.

The shopkeeper is mid-argument when you arrive and finishes it whether or not you are interesting. The person you need is asleep, because it is the middle of the night in their life too. Something you set moving four sessions ago resolves while you are two towns away, and you find out from a stranger who has the details slightly wrong.

What is asked of you

Say what you do. That is genuinely it — there are no commands, no syntax, no menu.

What you get back is a world that was not waiting for you to say it. Sometimes that means the thing you wanted is simply not available tonight. Sometimes it means the small thing you did three weeks ago is why a door is locked now.

You are not owed a plot. You are owed a world that behaves consistently whether or not you are looking at it. Those turn out to be very different promises, and only one of them is keepable.

Manual updated Aug 4, 2026.