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: โฆ]. 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 want | Go to |
|---|---|
| To start playing in ten minutes | 2 ยท Getting In |
| Everything you can type | 13 ยท Quick Reference |
| Why it said no | 5 ยท When the World Says No |
| Why somebody misquoted you | 6 ยท Everyone Remembers It Wrong |
| Why the prose went flat | 8 ยท When the GM Drifts |
| To turn something off | 12 ยท Nothing Is Forced |