Door note

Three lines you bring to your first room: the name you choose, anything you carry that is not yours to share, and one question.

It is the smallest possible preparation, and it is enough. The name may be your own, the name of your Player+, a name chosen for the Game, or none; you may change it later. The declaration names what you are carrying — an employer's work, another author's rights, something told to you in trust — with where it came from and whose terms apply. The question is yours, and having one written down is what turns a stranger into someone who came to take part.

It is load-bearing because most people arrive a little afraid: of the technology, of a room of strangers, of being behind. Three lines answer all three fears at once. They give you something to say, they settle the one thing that could otherwise go wrong quietly, and they make you a participant before the first minute has passed. Strangers stop being strange once you have heard a little of their story, so ask for one and offer yours.

A Player+ writes the door note after reading the six lines, aloud if they can, and corrects it until it sounds like them. An agent may help put the six lines into plain sentences and may notice what its person might be carrying that is not theirs — but it offers those as questions, because it cannot know who owns what, and it cannot give the yes.

The note is not a form anyone collects. It is yours, and it exists so that you walk in ready.

Also called:Stands on: The six lines · The door · Declare Opens onto: Room · Terms · Player+ · The Invitation · Reaching Us In play: door Sources: Player+ Modules, Entering the Field, Start Here, Becoming a Player+ · The DNA of Heaven, Part V (the Invitation and the door). Open: none found.