Player's Handbook ยท Chapter 14

14 ยท Glossary

The words this book uses as though you already know them. Each one points at the chapter that actually explains it.

14.1 ยท Playing

Bracket โ€” anything in [square brackets]. Speaks to the Game Master rather than to the world, and stops the clock completely. โ†’ 3

Drift โ€” the world going generic. Taverns, cobblestones, everyone using the same six verbs. Has a stop word and a cause, and they are different things. โ†’ 8

Game chat / Orbit chat โ€” two different minds. The game chat plays and the world resists you. Orbit builds and does not. Both legitimate; not the same act, and doing them in one breath turns a world into a wish list. โ†’ 2

OOC โ€” out of character. [OOC: โ€ฆ]. โ†’ 3

Potential Character โ€” everything in this world that acts. The system has no non-player characters: each one wants something today, does not know something, and will be somewhere tonight whether or not you are there. โ†’ 1

Refusal โ€” a >ooc line saying this did not happen. Not a failed roll and not a mood. โ†’ 5

Rule #67 โ€” the drift stop. [OOC: GM Read Rule #67]. The number is arbitrary and there is no rule 66. โ†’ 8

Turn โ€” one exchange. The clock moves first, then the world spends what the clock cost, then your words are read, then it answers. In that order, always. โ†’ 4

14.2 ยท What the world keeps about you

Contested memory โ€” two people holding one moment differently, and both records being correct. Content, not a bug. โ†’ 6

Lexicon โ€” your world's actual nouns: what people here call a meal, an oath, a gathering place. The single largest quality lever in the system. Empty, the Game Master has nowhere to reach but its training data. โ†’ 8

Memory vault โ€” the per-person record of what somebody walked away holding, including how wrong it is and how sure they are. โ†’ 6

Promise โ€” a debt with a memory attached. Raised unprompted, usually at the worst possible moment. โ†’ 6

Standing โ€” what people already believe about you before you open your mouth. Not a score you spend: it decides what the world thinks to ask you for, and it is different in different places. โ†’ 7

14.3 ยท How the world is shaped

Genre Overlay โ€” the world's standing law. Voice, banned words, dice, realism, how dark it runs. โ†’ 8

Limits โ€” hard and soft. Hard never appears at all; soft is handled at a distance. Never negotiated mid-scene, and you are never asked to reconfirm one, because asking raises the subject. โ†’ 12

Narrative mode โ€” how a turn renders, separately from what happens in it. Visual Novel is the resting state; Storybook is for crossing time; Wide is the world at a distance when the span is long and nothing in particular was named to watch. โ†’ 3, 4

Scene State โ€” the world's clock and current frame. Read first, every turn, before anything else. โ†’ 4, 8

Squad ยท Storyteller ยท One character โ€” the three ways to sit down, decided at installation and permanent. โ†’ 10

14.4 ยท Where to look first

You wantGo to
To start playing in ten minutes2 ยท Getting In
Everything you can type13 ยท Quick Reference
Why it said no5 ยท When the World Says No
Why somebody misquoted you6 ยท Everyone Remembers It Wrong
Why the prose went flat8 ยท When the GM Drifts
To turn something off12 ยท Nothing Is Forced
Manual updated Aug 12, 2026.