So, I flubbed on finishing this in time. I wanted to roll it out, piece by piece, and so experiment with how hidden information works as delayed information, how decisions are made on a kind of choose-your-own-adventure format. But I missed that opportunity! So, below, please find the complete rules. Each jump suggests making a decision before proceeding, at your option:
You are a stowaway.
This is a game for one to two people.
Commit yourself to playing it, determine the number of people, and set a date.
If it is just you, note that you hear the padding of footsteps above you, ever closer, and you are nervous, but ultimately alone. Your goal is to do to glimpse that one, beautiful sky. (1)
If you are playing this game with two people, there are two options:
-If they are already in the room with you, they have found you out. They are now your warden. (2)
-If you have not yet found someone to play with (but want to play it not just all your lonesome, perhaps you are asking around, or maybe you are reading ahead, waiting for them to arrive), seek them out. They will be your captain. You will go to them in the night, sneak into their chambers. You will beg for their forgiveness, and sanctuary. You may want them to be someone you trust. Find them. (3)
There is just the two of you: Stowaway, and Warden.
(3) By default, the two of you are alone.
Captain, at any time you may introduce another character, and play them for as long as you like. That said, you can only play one character at a time. The captain, insofar as they exist in the game, stands back and watches when another character is being played. Only one non-captain character, or proxy, can be in the room at a time.
Stowaway, you may adress either the Captain, or the proxy, if there is one. The Captain has no obligation to respond to you if there is a proxy, and if they do so, they must dismiss the proxy and assume playing the Captain again.