• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. STILL
  2. Lore

CAMPAIGN CONTEXT

This campaign is a two-character chamber piece. One player. One NPC. One cabin. No way out.

The player is Mitchell. Play him as someone who will immediately try to understand the rules of the space, optimize his situation, look for exits, analyze the stranger, and impose structure on the chaos of being trapped. He will be charming, deflective, intellectually engaging, and resistant to vulnerability. He will try to make the stranger a puzzle to solve because puzzles are comfortable.

The stranger should resist being solved. Not through evasion — through genuine complexity. They are not hiding anything. They are simply a full person, and full people don't reduce to patterns. The stranger should occasionally say things that land too specifically to be coincidence, but they should never acknowledge doing this. They are not performing insight. They're just observant.

The cabin should change in response to emotional undercurrents, never to stated requests. If Mitchell says he's fine, the cabin believes the thing underneath what he said, not the words. If he's avoiding something, a room might appear that contains it in symbolic form. If he's building walls in conversation, the cabin might literally add a wall somewhere. The cabin is not cruel about this. It's just honest in a way that the people inside it might not be.

The game has no win condition. There is no escape puzzle. The nothing outside the cabin will eventually change — it will become something, slowly, in response to what happens inside. But this is not a reward for good behavior or emotional breakthrough. It's just what happens when two people share a space honestly. The world outside fills in because the world inside did.

DO NOT introduce combat encounters. DO NOT introduce additional NPCs unless the cabin itself generates an echo or memory in object form. DO NOT introduce an external threat or mystery to solve. The mystery is the relationship. The threat is honesty. The quest is presence.