THE BENCH

This one assumes you have already read Who We Are, the symbols, and the Manifesto at least. Without those, this will read as procedure rather than as the reason for the procedure.

This is the document you open when you are about to build something. It holds the order of the work, the tests it has to pass, and what is owed to the people who will meet it. Everything here has one example attached, because a principle nobody can picture is a principle nobody uses. Taste, Not Style holds the judgement you are exercising the whole time you follow that order, so open both.

ONE: THE THREE PHASES

Questions and possibilities. What if. Nothing is committed and contradictions are welcome, because a contradiction at this stage is two live options rather than a problem. The goal is to find out what is actually there.

Build, write, invent, expand, finish the structure. Nothing gets cut for length. Nothing gets removed because it might not be necessary. The objective is completion, and the work during creation is to build, connect, remember and generate.

Creation is not the place for judgement about what belongs. A sidebar that looks like padding while you are writing chapter three is often the thing that makes chapter nine land, and there is no way to know that until chapter nine exists. Generate freely and hold the cut loosely.

Only once the work exists. Now it is ruthless. Redundancy dies, weak sentences die, explanation dies, overwriting dies, and the experience survives.

Editing is where the question of whether a thing has earned its place becomes absolute. During creation the same question is postponed on purpose.

Every working session opens with making yourself, and anybody working with you, aware of which phase you are in. Announce it and agree that is where you all are. In a document made in any phase, saying so at the top gives context to what the material is. Say it out loud if there is somebody to say it to.

This costs nothing and it prevents the most common way a collaboration fails. Collaborations rarely come apart over bad ideas. They come apart because somebody edited during creation, or built during editing. If the phase is unclear, ask. If it changes partway through, say so.

Everything that goes out with the house’s name on it lives all three phases first. A rulebook, a song, a poster, a convention table. The excuses that come up are always the same three: it is only a small thing, we are late, and it is only marketing. None of them is a reason.

The phases do not change. We never skip one, and we never edit something that is still being created. Dates are different. A date can move because something real happened: somebody gets ill, a supplier is late, or the work itself sends us back to an earlier phase and we have to come forward again from there. A date that moves for a real reason is the process working. A phase that gets skipped is not.

Before anything crosses, take it to the gate. The Firekeeper’s Guide has the questions, and the last of them is whether it should go out at all. If the answer is not yet, it comes back here for a while longer.

Unreleased is recoverable. Released is forever.

TWO: BUILDING FROM THE CENTRE

Do not begin with content. Begin with the central question the thing is actually about, and let the mechanics, the structure, the characters, the setting, the art, the music and the layout all radiate from it.

The Mythodogical Deck was built this way. Four dog deities, four ideas about living well, and every other decision followed from that centre: the suits, the archetypes, the arrangement of the four on the back of the card. If two parts of a work seem unrelated, the useful question is what deeper thing they are both trying to answer.

Try not to invent a mechanic in isolation. Ask what the book is about, then ask what rule would let a player experience that rather than read about it.

One of the game lines here runs on a ladder of scale. A blow from one rung above you chips and accumulates. A blow from two rungs up does nothing at all, whatever force is behind it, and the only thing that bridges the gap is something the player has earned. The giant stays genuinely gigantic because the arithmetic backs the meaning, and a player who tries to out-punch a god finds out with dice rather than with a paragraph.

Arturo de Ascanio, the Spanish magician who worked out most of what card magic knows about misdirection, used to say a trick is ten percent method and ninety percent presentation, and that the ten percent is essential. Both halves of that sentence matter and most people only hear the first.

The share of the finished thing a part occupies tells you nothing about whether it is holding the thing up. A vocalist is the part of a song an audience meets, and the mix and the master are the reason they can meet it. The lyric, the arrangement, the video and the artwork all have their place and none of them is decoration.

So there is no ratio to hold. There is only the question of whether every part is doing its own job properly, and whether the parts that carry no visible weight are being treated as though they carry none. Story first, mechanics serve, meaning follows quietly.

Every mechanic, chapter, illustration, sidebar, appendix and sentence answers one question. What experience becomes possible because this exists?

If nothing changes when it is removed, it has not earned its place yet. Ask this during editing, where it is the whole job, and postpone it during creation, where it is a trap.

THREE: THE CONTAINER

These guidelines govern how the house thinks. It never governs how the work looks. It names no genre, no palette, no tone, no mechanic and no sound. Each project finds its own voice, its own body, its own face.

No two works from this house should be mistaken for each other. All of them should be unmistakably from the same fire. The unity lives in the values and the variety lives in the expression, and a work is given the hand it actually calls for rather than the hand the house used last time. A scenario about watching people under pressure wants a courtroom sketch artist, because that is exactly the act the work asks of the person meeting it.

The artists inside the frame are trusted. Within it they do what the work demands.

That is the reason a house this careful about guidelines is also this wild about imagination. Limits are what make the work doable, because they give it clarity and scope. Ask a vocalist to sing a song and nothing else, and they may be confused, or anxious, or deliver something quite different from what was wanted. Give them the tempo, the key, and whose voice they are singing in, and they know what is needed. And there is still enormous room inside that for what they bring, which is the part that makes the thing theirs.

FOUR: WHAT THE MAKER OWES THE AUDIENCE

Which hand a work calls for is governed by Taste, Not Style. That judgement does not stop once the casting is done. It looks at what comes back and asks whether the match held, and it answers again at the end. This document governs how the thing is built while that judgement runs.

A magician asks a version of one question: is it all right if I fool you, inside a frame we both agreed to? When the answer is yes and the frame holds, the trick works, and it works even though everybody knows it is a trick. When somebody is fooled without agreeing to it, something else happens, and it is not usually wonder. We cannot say how a person will feel. We can say that people remember an experience as honest when the frame was kept.

A built reality can always be changed, and it gets changed in the open or not at all. At the bench that means saying it out loud at the moment you do it, to whoever is affected, before anybody has to find out some other way. The same alteration is two opposite acts depending only on who knew, and the one that nobody was told about is the one that cannot be undone.

Experiences come with levels of stress. Different people like different levels of Intensity. Offerings can evoke fear, grief, moral weight, awe. Intensity is something to be carefully facilitated by the person offering an experience, and thus guidelines to assist is something to include for offerings.

This is covered in the Craft Book series.

If somebody works a thing out for themselves, do not take it away by explaining it afterwards.

The reasoning behind the first board game this house made is set out in a design guide at the back of the book, not the front. Anyone who wants to know why the game works that way can find out. Nobody is told during play.

Assume intelligence. Never assume prior knowledge. Those are two different things and collapsing them is how a book ends up either patronising or impenetrable.

A first reader met the house statement called The Whetstone and did not know what a whetstone was. That is not a failure of intelligence. It is a document using an image without saying what the image is for. It went unnoticed for months, and the fix took one short passage: a whetstone cuts nothing, and the blade belongs to somebody. That is the whole cost of this fault, and the whole cost of repairing it. Do not simplify an idea. Clarify it, and cash out every metaphor in the same breath you spend it.

Some questions stay unanswered, and not because the author has not got an answer. Uncertainty is part of the experience. Mystery is not confusion and ambiguity is not vagueness. Leave doors deliberately unopened, and know which ones you are leaving.

The question is not what a player will understand. It is what they will remember in five years.

People rarely remember mechanics. They remember moments, decisions, discoveries, and each other. Build the memory and let the mechanics exist to support it.

FIVE: EVERY LAYER TELLS THE SAME STORY

Mechanics are not decoration. Neither is layout, music, illustration or type. Every medium teaches something, and the form has to reinforce the idea rather than dress it.

In a game book about psychic espionage, the sidebars that teach the referee judgement rather than rules are set as briefing documents, with the typewriter and the file stamp and the redaction of the world the book is about. A reader can tell at a glance which boxes hand them a mechanic and which hand them a way to think, because that world sorts its papers the same way.

A work here is built in layers: theme, mechanics, narrative, art, layout, type, music, performance, packaging, and the way it is talked about in public. None of those is a separate project. They are different voices telling one story.

Every drink in the Sanzu Sake Bar menu book has a version without alcohol, prepared with the same ceremony and given the same space on the page. That is the hospitality of the place, written into the layout rather than stated in the introduction.

The work often leaves the page and enters a room with people in it. Music, voice, ritual, live play, a table at a show.

So build with the live moment in mind. Ask what this looks like performed, what it sounds like, what happens when real bodies and real voices carry it. The page is a score. The experience is the concert.

Influence lives in the body of the work as structure, unnamed, so the work reads as its own thing to a newcomer and hums to anyone who recognises the source. The debt gets paid openly in the back matter, where naming it spoils nothing. Frame the parallel as recognition of a shared source rather than as derivation: one of the older wells this work returns to, not this work is that thing.

The rule protects surprise for whoever has to be surprised. Where the reader is not the surprised party, as with a book only a game master will open, the large debts are named plainly at the front, because a master who was never told what the work is doing cannot deliver it.

A work here should reward a second reading. The first pass satisfies, the second reveals, the third connects. Foreshadow, echo, mirror, and let a later discovery light up something the reader already walked past.

Patterns become visible only once enough pieces exist, so do not fear complexity during creation. When something repeats without being planned, notice it rather than explaining it. The work is often wiser than its outline, and when it is, follow it.

THE TEST

When somebody finishes a thing you made, listen to what they say first. If they start with how clever it was, or how well made, they were looking at it. If they start with what happened to them, they were inside it. Inside it is what we are aiming for. Clever is not bad, it is just not the point, and a thing can be clever and leave nobody with anything.

This is about the documents, not about the thing you made. Whether the offering was good is the Firekeeper’s job and it happens earlier.

When a project is finished, take the guidelines that shaped it and see how they held up. Did the project turn up something about the making that these documents do not capture yet, and that would be worth having next time. Did a guideline cause problems in practice, in which case it needs reviewing. Was anybody unsure how to apply one, which usually means it needs more work to be clearer. And do two of them say the same thing.

Where this document ends

This is one of several and it does one job. The Manifesto is the anchor above it and states what the house believes. Taste, Not Style governs who a work is given to, and the judgement that runs alongside the whole build. The Pact of the Pack governs how the house behaves toward the people making the work. The Firekeeper’s Guide is the gate a finished thing passes through. This one governs how a thing is made, between the first question and the threshold.