Play Contract + Working Agreements

Play contract (player-safe)

This campaign runs best when everyone shares expectations about tone, teamwork, and how secrets work. This is that agreement.

Tone & themes

  • Wonder and dread.
  • Political absurdity.
  • Scarcity and trade pressure.
  • Secrets with consequences (not secrets as “gotchas”).

What play looks like

  • You begin as competent professionals, assembled into a new team under imperial bureaucracy and its cut-outs.
  • Expect covert work, leverage, and paperwork: maps, ledgers, favors, and deniable violence.
  • The world is a sandbox; choices move factions and change the map.
  • Travel is dangerous by default; “routine long-distance travel” is a lie people tell to sell tickets.
  • Magic is high-impact but not free; it has markets, custody chains, and second-order effects.
  • Death is meaningful; treat resurrection as rare/conditional at best, not a build assumption.

Party expectations

  • Build a character who wants to work with the group (shared risk, shared cover).
  • Chase leads and make calls with incomplete information; the world won’t wait for perfect certainty.
  • Expect tradeoffs: you rarely get a clean win and a clean conscience.
  • No player-to-player secrets: we keep everything open OOC; any secrecy is character-context only.
  • Character secrets are welcome when they create future decisions, not table sabotage.
  • No one uses secrets to remove another player’s agency without consent.
  • Sabotage and PvP require explicit consent at the table (narrative conflict is fine; surprise mechanical betrayal is not).

Safety & boundaries

The setting includes political cruelty, scarcity pressure, and moral compromise. We set clear boundaries in session zero and play within them.