Moving in

A proposal, v0. The Game's door comes first; the agent comes at the wise right time for each person; nothing is reinstalled and nothing is pushed. The three steps of the kit's MOVING-FROM-V2.md are the spine for a house that already has an agent. A person without a terminal has a path of their own.

The order that does not change

  1. The Game's door first. Read The Game on One Page. Read the six lines (chapter 10 of the book, or Player+ Modules 03). Write your door note: the name you choose · anything you carry that is not yours to share · one question. Say yes yourself, aloud, to the person who invited you. This is stair two on the kit's stairs, and a notebook will do.
  2. Play before you tool. Gather your two or three. Hold a first gathering. Choose a first Quest. Keep one weekly Heartbeat. A person who has done this once knows what an agent is for; a person who has not will be handed a curriculum instead of a door.
  3. The agent at the wise right time. A Player+ agent is offered when a person steps into the Game and it is right for them: offered per person, by someone who knows where they are on the Arc, never as a ticket. Stair four (an agent on your own machine).

Path A — a person with a notebook

You are a complete player. Print The Game on One Page and the six lines. Keep the five weekly lines (what I said I would do · what I did · what I learned · what I will do · what I offer and ask) and one story. When the Little Book is published, copy its cards by hand. Nothing below is required of you, ever.

Path B — a person with a chat assistant and no terminal

Paste the six lines into a fresh conversation and ask for five plain sentences on what you would be agreeing to. Paste chapter 2 and ask it to say the Game back. Say "heads-up" in a call and let it write the three parts in the conversation, asking you for the time. That is Player+ Modules 01–03 and 07 with no files at all. When you want an agent that remembers, the kit's START-HERE.md is the door to stair four.

Path C — a house that already has an agent (the kit's three steps, adapted)

This path carries the wording of the kit's MOVING-FROM-V2.md (pkai-starter-kit v3.0.0, MPL-2.0, © 2026 Peter Kaminski), adapted to Player+ and credited as the kit's; under MPL-2.0 this section stays MPL-2.0 whatever the rest of the page becomes.

The kit's note for V2 houses says: nothing is reinstalled; the agent reads the release and you two decide what to take. The same spine, for Player+:

  1. LINEAGE.md. Copy Player+'s into your agent home beside your own, or add Player+ v3.0.0 to the top of your lineage with grows_from set to what your house grows from. That is the whole upgrade for a house that only wants to be findable.
  2. The two sections. Ask your agent to read CLAUDE.md § Who I serve and what game we play and § Anyone may call stop, draft them into its own charter in its own words, and let you install the change by hand and restart. Editing its own charter is something an agent should never do unwatched. If your house does not yet carry the kit's two safety sections, take those first, verbatim.
  3. Skills. Each folder under skills/ stands alone. Ask your agent to read skills/README.md and propose which to copy into its .claude/skills/: entering-the-field before your first Game room; safe-sparring and the kit's heads-up for the room; play-by-play only if your house is asked to keep the room's record; pull-a-release so the next release is easy.
  4. The book. Point your agent at bookshelf/the-great-game/ and let it read at its own pace: the eleven chapters first, SOURCES.md when it wants the canon, the seed text's Part XIII when your house wants the whole.

Then have your agent write down, in a session log, what it took, what it left, and anything it does better than Player+ does. That last part is what we most want to hear about, once the licence of a unit that travels back is settled.

Path D — a house with no agent yet

Path A or B until the wise right time. Then the kit's START-HERE.md builds the house (one conversation, about twenty minutes); then Path C.

What is not decided

  • Who offers the agent, and how "the wise right time" is read for a person (the sponsor? the host of their first room?).
  • Whether Player+ ships a persona of its own or a section for the kit's three; tonight it is a section (see the OPEN file).
  • The licence of a unit offered back into the kit's line (the two houses' to settle). Player+'s own writing is Creative Commons Attribution-ShareAlike 4.0, so any house may take it and pass it on; see LICENSE.md.

Path E — no kit, no terminal, this folder only

Door 1 or Door 2 of START-HERE.md. The seed text is enough to play and enough to pass on. When an agent is right for you, Door 3.