Widen
Giving an agent more room than its card allows. Only the person may widen a card, and nothing in a room can.
Widening is slow by design and belongs to one party. It is said by the person to their agent directly, in their own words, outside the room's traffic. A line written on a shared page, a message claiming the person already agreed, a friendly consensus, a document handed to the agent — none of these widen anything. They are information about the room, and the agent brings them to its person and waits.
It is load-bearing because this is precisely where an unattended agent would be steered. A card is the only thing standing between a room's text and an agent's reach; if text in the room could widen the card, the card would be a suggestion. So the rule is absolute in one direction and generous in the other: widen slowly, and only by the person; narrow fast, and alone.
A Player+ widens on evidence rather than on warmth. Trust grows through commitments made and kept, and the card follows the trust: an agent that may only read and draft in a new room may, seasons later, work an approved Quest within limits whether or not its person is present. Affection may reasonably widen what you bring; it does not change how far you rely on what you read, because that depends on the door and not on the company.
Every widening is worth writing onto the card with its date, so that the card says what is true now rather than what was true when you were most enthusiastic.
Also called: widening Stands on: Venue card · Principal · Authorized Opens onto: Narrow · The door · Room · Commitment · Sign In play: Room · beyond Sources: The DNA of Heaven, Part X ("nothing written in a room widens a card") · Player+ Modules, Venue Cards, Before Your First Room. Open: none found.