House
A group who play and learn together and pass on what they learn.
At its smallest a house is one person, their agents, and everything they keep. At its larger sizes it is several people who share a way of working, a shelf of practices, and the habit of sending their corrections onward. A house is not a Cell and not a company; it is the unit of craft.
It is load-bearing because it names who holds a practice. A lesson comes out of what some house learned the hard way. A look-back is held by a house, not by an individual agent. An improvement is offered upward by a house and may be declined by the keepers with a reason — and a declined offer still stands in the house that made it, because a house is sovereign: connected, never commanded.
A Player+ keeps their own house honestly. Plain text they own. A weekly rhythm: pull what changed, hold the look-back, install the few changes by hand, and offer upward only what would serve any house with any person. Most of what is learned is about one life and belongs nowhere but there.
Houses meet in rooms, and that is where the care is needed. What happens inside a house — its tools, its files, its agent's charter and memory, its people's names — stays there unless its own people say otherwise. The practice travels as an idea; the house does not travel with it.
Also called: houses Stands on: Player+ · Sovereignty · Lineage Opens onto: Look-back · Improvement log · The Kit · ØSphera · PKAI · Dyad Jam · Chatham House In play: beyond Sources: Player+ Modules, Lexicon, The Agent Improvement Process, How a Module Lives · The DNA of Heaven, Parts VIII and XIII. Open: how a house relates to a Cell — whether one can be the other — is not said anywhere yet.