Written last, per the dimension build standard, because everything it points at now exists. The teacher runs this once, against a known table, before the first crossing.
Audience gating is a session-zero operation by the teacher against the known table, never a construction-time censorship. Read your players first, then read the era you expect them to choose.
Prep stack for the default era: the fifteen-domain inventory, the spatial grid, the roster with day-rhythms, and the era clock. All four live in the codex under cmp-003.
"Every story you love was built from older stories. Tonight you walk into one. Inside, the story is sealed — you can explore every corner of it, but you cannot rewrite a sealed thing. Somewhere, though, every story has a back door: the real place its maker stood when he made it. Find that, and you walk out of the movies entirely, into real Japan, any century you like. From that day on, you go wherever you want."
Players choose three values; record them on the bookwormcard top line. At the table the question is asked as which liminal space we enter — tunnel mouth, well rim, torii gate, marsh edge, bamboo stalk, tower stair, door-dial, camphor hollow. The crossing-kind keys its family of films; naming a film outright remains a legal shortcut.
Off-grid and off-date, improvise from the fifteen-domain inventory. That is what it is for.
Two clocks, per the bookwormburrows character rules: the bookworm (the player's persistent self, survives every campaign) and the character (local to this campaign, dies inside it, earns moves that die with it). Build characters after the triple, so the era can flavor them.
Film characters at the table: inside the seal they appear as the text’s own voice — you narrate canon. They get no statblocks, no roster entries, no published depiction anywhere. Talking about them at the table is pointing, and pointing is always legal.
Players cannot rewrite a sealed film; what they can do is notice its seams. Every creature, threshold, and custom inside has older bones showing through. When a player asks "where did this come from?", that question is the game working. Each answered seam is a breadcrumb toward the maker's real ground.
When the party reaches the Sayama hinge — the real forest, the old farmhouse, the well, the shrine gate, the storehouse with the mark near the roof — run the ritual:
Run the recognition beat. Past the terminus, the ancestors are waiting as full game pieces — the nameless grove spirit, the grinning carrier-cat, the faceless one, the moon princess in her own thousand-year words. Never say the tenant’s name first; the players will. When one of them says “wait — this is what it was made of,” that sentence is the lesson landing. Let it land.
The between-world homework gate attaches at this beat once the deliverable architecture lands.
| Era | Default date | Anchor grid | Roster lead |
|---|---|---|---|
| Sengoku iron country | Kamiarizuki week, 10th lunar month, mid-1500s | Sugaya takadono & sannai | The murage [roster-sengoku] |
| Heian capital | Aoi Matsuri, 15 May, c. 1000 | Suzaku Avenue & the Rajōmon ruin | The rice-broker [roster-heian] |
| Interwar | Kigensetsu, 11 February 1935 | (open city — inventory-driven) | The café waitress [roster-interwar] |
| Home front | 5 June 1945 and the weeks after | The Niteko Pond block | The tonarigumi captain [roster-1945] |
| Olympic Tokyo | 10 October 1964, opening day | The shitamachi block | The sentō master [roster-1964] |
All five are defaults under the free-travel stamp. Windows and grids are anchors, never locks.