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World Arbitration

23. World Arbitration

World Arbitration governs what happens when the rules do not clearly answer a question.

It resolves ambiguity without a GM, without debate, and without halting play.

Arbitration always favors consequence over comfort.


23.1 When Arbitration Is Used

Use only when: • multiple rules apply simultaneously • the outcome is unclear • players disagree on interpretation • the world must react but no trigger is explicit


23.2 Principles (In Order)

  1. Mechanics over narrative
  2. Escalation over stasis
  3. Loss over denial
  4. World memory over player preference

23.3 Procedure

  1. Identify the most relevant existing system
  2. Choose the harshest reasonable interpretation consistent with it
  3. Apply immediately: • add/distort a Tag • advance local threat pressure, Attention, or Doom • trigger Exposure • escalate the Scene
  4. Continue play

23.4 Using Attention and Doom as Arbiters

If uncertainty involves scale/notice: • spend 1 Attention to force a clear outcome; the world chooses consequence direction (Section 18)

If uncertainty involves permanence/collapse: • advance Doom by 1 and resolve the next applicable Doom effect (Section 19)


23.5 Design Intent

Arbitration ensures: • the game never stalls • authority never centralizes • consequences remain unavoidable • the world responds consistently