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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?