On the CHI PLAY 2026 workshop day in York, we put a capsule machine on a table. Each capsule had a character and a QR code. Scanning it opened Stableford on your phone: a city a lot like York, with goblins living under it. The Guild Seal was missing, and the Pageant was four days away.
Everyone played in the same world. Players could type anything, and an AI narrator replied to each of them. But only one agent could change the world. Every find, every step and every lost hit point went through one ledger and was checked against the rules first. Things were limited: if someone took the key, nobody else could have it.
Every morning the water rose and covered more of the map. By Day 4 only Heslington Rise was still dry. Whoever stood there holding the Guild Seal would write the city's new Pact.


Only one writer can change the world. Even with 32 people playing at once, two people can't take the same key.
The model only suggests which skill to use and how hard it is. The engine rolls a real d20. Typing "I find the Seal" doesn't find it.
New things appear each day, more if more people played the day before. The flood makes the city smaller every day. Three hidden stories have to be dug out one step at a time.
Each dot is a character played by someone, and the lines show where they walked. Blue rings are places already flooded; faint rings flood the next day. Grey dots are characters who drowned.

One player had the goblins' iron key from Day 2, and that key was the only way to the Seal. The ledger shows why they still didn't get it.
On Day 4 the flood moved everything nobody was holding to dry ground, the Seal included. It went from the Undercroft to Heslington Rise.
The townsfolk's lines were written before the season started, so they still pointed to the Undercroft. The status bar still said "somewhere under the city."
The narrator did describe the Seal lying on a scholar's table on the Rise. But in the story it belonged to someone else, so taking it still needed a search roll.
At 20:57 on the last evening, the key-holder searched the Rise and rolled 11. They needed 15, and didn't try again before the end.
With only one writer, this kind of failure is easy to see. The story and the ledger disagreed, and the ledger won. Next season we fix the world side: when something moves, the people who know about it should hear that it moved. And when the story hands you something, the ledger should record it.

| # | FACTION | RENOWN | LIVED | WHAT HAPPENED |
|---|
All counted from the record, none written by the model. Every player saw these same cards on their own ending page.
Stableford hid three mysteries, and each was a chain of clues. A townsperson gave the first hint. Players searched the right place, found an item, and only after reading it would the next clue turn up. Below is how each mystery starts and how far players got. The clues and answers are covered; open them if you don't mind spoilers.