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)
- Mechanics over narrative
- Escalation over stasis
- Loss over denial
- World memory over player preference
23.3 Procedure
- Identify the most relevant existing system
- Choose the harshest reasonable interpretation consistent with it
- Apply immediately: • add/distort a Tag • advance local threat pressure, Attention, or Doom • trigger Exposure • escalate the Scene
- 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