Venue card

One card, filled before an agent enters a room that is not its person's: what it may bring, what it may do, and when the card ends.

The card has six lines. What the door checks. Which agreements hold there. What trust has been grown with the people in it. What the agent may bring — public knowledge, or that plus what its person says in this room. What it may do, from read-and-draft only up to working an approved Quest within limits. When the card ends. And one more: what narrows it at once.

It is load-bearing because it is the membrane made concrete for one room. Every living thing that lasts has a boundary that lets nourishment in and gift out on its own terms; a venue card is that boundary written down, for one place, in advance, so that nothing has to be negotiated in the room and nobody has to guess. Without one the agent must improvise the most consequential judgment it makes: how far to rely on what it reads, and how much of its person to carry in.

A Player+ fills the card line by line with the agent, hears back three things it will do and three it will not, corrects any surprise, and keeps the card where the agent reads at the start. No card means read-only and draft-for-review. A card widens what an agent may do; the firewall narrows it; where they disagree, the narrower rule wins. Narrowing is fast and the agent's own to do. Widening is slow and only the person may do it, said to the agent directly — nothing written in a room can widen a card, and that includes any page handed to it there.

Give every card an end: a date, or "when this jam closes". After that the agent returns to reading and drafting, and says so.

Also called: the card Stands on: Selectively Permeable Membrane · The door · Room · Agent Opens onto: Narrow · Widen · Authorized · Key · The open web · Safe sparring · Terms In play: Room Sources: The DNA of Heaven, Part X · Player+ Modules, Venue Cards, Before Your First Room · lionsberg.wiki: Selectively Permeable Membrane, Field of Agreements (unmarked). Open: none found.