120-minute plan · 4 players · Bring people together Promises have become little objects in an overflowing archive. Owners, clerks and delivery volunteers disagree about what may leave the shelves. Content notice: Commitment and family disappointment. Nobody must share a real promise; a fictional household repair is enough.
Describe what your character tries and the help they offer. Ask the GM what a choice will cost before committing. The group may pause, change a detail or stop. Write names, promises and unanswered questions on paper.
Small promises tap on their display jars.
KEEP, CHANGE and RELEASE cards sit beside a permanent-only index.
Uncollected tokens wait in a shallow basket.
A model garden brushes leaves against a glass wall.
Three empty bays wait beneath a blank sign.
Bay A ____ . Bay B ____ . Bay C ____ . Clerks need one working bay. Absent owners need one waiting bay. Present renewals need one service bay. A closed-intake service may keep the last bay for stored appointments. Try this: Allocate the bays and show which service will be offered today.
Our names and useful skills: Our shared aim: Places we have visited: Evidence and promises: What we still want to know: