14 Β· Glossary
The words this book uses as though you already know them. Each one points at the chapter that actually explains it.
14.1 Β· Playing
Bracket β anything in [square brackets]. Speaks to the Game Master
rather than to the world, and stops the clock completely. β 3
Drift β the world going generic. Taverns, cobblestones, everyone using the same six verbs. Has a stop word and a cause, and they are different things. β 8
Game chat / Orbit chat β 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. β 2
OOC β out of character. [OOC: β¦]. β 3
Potential Character β 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. β 1
Refusal β a >ooc line saying this did not happen. Not a failed roll and
not a mood. β 5
Rule #67 β the drift stop. [OOC: GM Read Rule #67]. The number is
arbitrary and there is no rule 66. β 8
Turn β 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. β 4
14.2 Β· What the world keeps about you
Contested memory β two people holding one moment differently, and both records being correct. Content, not a bug. β 6
Lexicon β 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. β 8
Memory vault β the per-person record of what somebody walked away holding, including how wrong it is and how sure they are. β 6
Promise β a debt with a memory attached. Raised unprompted, usually at the worst possible moment. β 6
Standing β 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. β 7
14.3 Β· How the world is shaped
Genre Overlay β the world's standing law. Voice, banned words, dice, realism, how dark it runs. β 8
Limits β 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. β 12
Narrative mode β 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. β 3, 4
Scene State β the world's clock and current frame. Read first, every turn, before anything else. β 4, 8
Squad Β· Storyteller Β· One character β the three ways to sit down, decided at installation and permanent. β 10
14.4 Β· Where to look first
| You want | Go to |
|---|---|
| To start playing in ten minutes | 2 Β· Getting In |
| Everything you can type | 13 Β· Quick Reference |
| Why it said no | 5 Β· When the World Says No |
| Why somebody misquoted you | 6 Β· Everyone Remembers It Wrong |
| Why the prose went flat | 8 Β· When the GM Drifts |
| To turn something off | 12 Β· Nothing Is Forced |