Overton Window
The range of ideas a mainstream will currently tolerate — the boundary of what can be said without being dismissed, and a boundary that moves.
At any moment, a society treats some positions as sensible, some as arguable, and some as unthinkable. The window is the span of the first two. Its practical force is that it does not act on what is true; it acts on what can be proposed. A person inside public life can advocate only what lies within it, because what lies outside is not defeated in argument — it is not heard as an argument at all.
The window moves. What was radical becomes ordinary, and what was ordinary becomes unsayable, usually within a single lifetime, and usually not because anyone was persuaded in a debate. It shifts as norms and values shift, which is to say it shifts through culture, story, and the quiet accumulation of people who already live the thing (Culture · Story · Mythos).
That is why it matters to a body proposing something large. Most of what the canon says — a different economy, sovereignty at every scale, an order not built on coercion — sits outside the window it is being said into, and no amount of correctness moves it. The things that do move it are what the Game is actually built out of: visible working examples rather than arguments, told as stories rather than as claims, multiplying until the once-unthinkable is merely what some people over there do (Islands of Coherence · Prototype · Testimony · Share the Stories · The First Three Percent · Tipping Point Strategy).
Two cautions belong with it. The window can be moved deliberately, and by anyone — the same mechanism that widens a discourse also normalises what should have stayed unthinkable, so inside the window is never a synonym for right (Prevalence Of Deceit And Propaganda · Control Of Information · Distortion). And a body can shrink its own window without noticing, until it can no longer hear the objection it most needs (Meaningful Objection · Navigating Towards Truth · We Do Not Know).
Also called: the window of acceptable discourse
Stands on: Culture · Society · Language
Opens onto: Tipping Point Strategy · The First Three Percent · Islands of Coherence · Prevalence Of Deceit And Propaganda · Control Of Information · Story · Testimony · The Great Transformation
In play: the Story, and the door — why the first telling is a story and a working example rather than an argument
Sources: Overton Window (root page, draft — the received definition, quoted and attributed on the line, with its source link) · lionsberg.wiki: Overton Window
Open: The root page carries the definition and no reading of what it implies for this body's strategy; the strategic reading above is synthesis. · Distinct from the Field's The Window, which is the interval in which a civilization can still change course — two different windows, one word.