Room
Any shared space where a session happens: a call, a video meeting, a group chat, a shared page, a table in a kitchen.
The word is deliberately wide, because the same handful of questions apply wherever people work together: who is here, what the door checked, what the terms are, who holds the record, what is recording, and what any agent present is running. A room is only people who have agreed to work together for a while.
It is load-bearing because it is the unit at which agreements actually bind. Consent is given at a door, terms sit at the top of a page, a closing question is asked in everyone's hearing, and a venue card ends when the room does. Naming the container lets all of that be said once and applied to a kitchen table and a group chat alike. It also makes the shape of a mixed room plain: several people, each sovereign, some with agents, each agent belonging to a person who says so in their own voice.
A Player+ enters a room having settled what stays home, what the door checks, how the agent takes part, and how it will sign. Inside, the manners are few: name on every line, named words left where they were written, talk beside the work rather than over it, agents offer and people decide, and close well. Anyone's stop stops the room's agents at once.
In a room outside the Game nothing stands yet, so someone has to raise it, and it can be you: five minutes at the start to settle who may read what is said, how long it is kept, under what licence, how each person is named, and what any agent is running.
Also called: rooms Stands on: The door · Terms · Host · Field of Agreements Opens onto: Jam · Safe sparring · Venue card · Play by Play · Comment · Sign · Closing question · Stop In play: Room Sources: Player+ Modules, Entering the Field, Before Your First Room, Safe Sparring, Jam Conventions · The DNA of Heaven, Parts V and X. Open: none found.