The six lines

The six terms every person in a Game room has said yes to, for themselves and for their agents.

They are short enough to read aloud. We record so that our notes are true, and no one is named, quoted or shown outside the room without their own yes. What we make is openly licensed. Lineage travels with the work. Each player is named only as they choose, or not at all. Anything not ours to share is declared before it comes in. And at the close we ask whether there is anything you want left out before this is shared.

They are load-bearing because they settle at the door what would otherwise be argued in the middle of the work. Ideas and the work travel freely; persons do not, without their own yes. Because the terms are clear on the way in, there is no cooling-off afterward, and the room is free for the work. If anyone present has not yet said yes, it is settled before the first word.

A Player+ reads them, asks their agent for five plain sentences on what they would be agreeing to, and then says the yes themselves, aloud to the host or written where the room can see it. An agent may carry a yes and can never give one, and silence is never consent. In every room after, the host puts the six lines at the top of the shared page and says who holds the record.

They are today's terms and they say so: the Game's wider agreements are still being gathered, and a player will be asked again when they are.

Also called:Stands on: Field of Agreements · Consent · Mutual Consent · The door Opens onto: Terms · Declare · Closing question · Door note · Elision · Attribution · CC BY-SA 4.0 In play: door Sources: Player+ Modules, Entering the Field, Safe Sparring, The Deck Standard · The DNA of Heaven, Parts V and VIII · lionsberg.wiki: Field of Agreements, Ongoing Mutual Consent, Mutual Consent (unmarked). Open: the six lines are stated as today's terms; the canon's fuller Field of Agreements is larger and not yet gathered into them.