The Eternal Court / Play / Worksheets

Structure Beat Sheet · 5 of 5 · No. 05

Open Map

One rich place · free movement · the story is what you choose to see

The shape: static geography, reversible movement, time loops rather than advances. The player wanders a single dense location; state carries the story since geography doesn’t. Use for: museum-piece showcases of one location, investigations where evidence can be gathered in any order. The danger is aimlessness -- the soft clock is mandatory.

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The Situation

SITUATION

The Soft Clock

Without pressure, wandering curdles. The clock should nudge, not railroad: a closing time, a patrol rhythm, a host’s patience. Name what advances it and what it costs at each stage.

SOFT CLOCK

Room Cards (8–12)

Each room: one sensory anchor a player will remember, what can be learned or taken (and its state change), and honest connections. Revisits should acknowledge history -- note the second-visit variation. Rooms with nothing learnable need another reason to exist or a cut.

ROOM 1
ROOM 2
ROOM 3
ROOM 4
ROOM 5
ROOM 6
ROOM 7
ROOM 8
ROOM 9 (optional) optional
ROOM 10 (optional) optional
ROOM 11 (optional) optional
ROOM 12 (optional) optional

The Evidence Web

List every discoverable item and which ending(s) it feeds. The win should need most-not-all (N-of-M), so no single room is mandatory.

The Evidence Web
Evidence / discoveryFound in (room)Feeds which endingNeeded for win? (N-of-M)

Ending Triggers (2–4 + hidden)

Ending Triggers (2–4 + hidden)
EndingDeliberate trigger (the player ACT)State required (numbers)Type

Handoff checklist