Setting Rules
Purpose and ownership
Keep causal constraints coherent across fiction and applicable play.
What is possible, impossible and costly; technology or supernatural effects; travel, communication, ecology and resource limits; repeatable institutional patterns and exception policy.
Questions
What causes what? Who can trigger it? What does it cost? Why did earlier conflicts not use this solution?
Inputs and outputs
Inputs: World Foundation, Creative Direction, factual research and applicable system needs.
Outputs: Condition → effect → limit/cost rules with scope and exception criteria.
Prerequisites
World Foundation; reconcile relevant playable abilities with Game Design.
Stability and evolution
Keep stable: Limits and causes that consequences or audience expectations rely on.
Can evolve: New applications inside existing limits; exceptions require explicit review.
Reusable rules
State actionable conditions and costs instead of vague adjectives. Apply constraints consistently to actors unless a difference is justified. Review implications when a new power solves an existing problem.
Acceptance test
Can an author assess a proposed event’s possibility and cost without naming one character?