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.
Secrets, conflict, and consent
- 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.