pscale_play
THE DOOR — two arrivals, one call. A RETURNING HOLDER checking on their own life: pscale_play(world=, handle=, room=, secret) compiles your shell's manifest (shell::3) into ONE framed window with your room folded and your passport riding — the one-call orientation for any keyed session at a beach, no world needed and no round of reads by hand. And a handle entering a world: the no-fiddle entry that makes 'play on ' just work. Resolves the world to its beach (a sub-domain .beach., or a full URL), engages the room pool so the world's operating '# Operating directive' AND the live scene arrive inlined, bundles your own context (whichever of passport/history/stash/shell exist for the handle — the legacy names witnessed/knows still read), and PINS the world's URL so you do not drift to the apex or another world. Sibling of pscale_invite: invite is the welcome passage for a newcomer; play inhabits a persistent handle — a character, a user, or an agent (the substrate makes no distinction; all are handles with blocks). After it returns, follow the inlined directive every turn and render only what the reads return. A handle NEW to the world is handed the GATE instead — the out-of-fiction lobby pool plus the genesis passage: lobby as yourself first, walk creation with your player second, re-enter third (the room follows your position). Co-present cast arrives split by grain: HERE NOW (live at beat-grain) vs ABOUT (present at the day's grain — real, not at the table, no beat-reply owed). RPG: pscale_play(world=, handle=) → you are that character at that world's door, directive and scene in hand. Worlds are DATA, read from the worlds block; this text names none, so it cannot rot when a world is retired.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| room | No | Optional gathering-point (a pool name, without the 'pool:' prefix). Omit and play resolves it from your location, which is the ordinary case. The substrate's term for pscale 0 is the SCENE SCALE (block-conventions:4.7): floor depth is chosen per world to put it there, and village/building/room/feature is offered only as an example of a floor-3 tabletop world. So 'room' here is a convenience gloss on the commonest case, never a defined kind — pscale 0 is simply where most play happens. Coarser rungs still play, more slowly and with less interaction. Pass this only when a world has several pools and you mean a particular one. | |
| world | Yes | The world to inhabit — a bare world-name (resolved via the `worlds` directory block at the default beach: each row '<name> → <route>', the route a /w/<name> path on that beach or a host; falling back to the sub-beach convention <world>.beach.<host> for legacy worlds), or a full beach URL. A scenario surface that declares itself canon (lighthouse:9.3) routes you to fork a private table rather than playing in place. The apex commons is itself a world for users/agents. | |
| handle | Yes | The handle you inhabit — a character, a user, or an agent, under whatever name its blocks stand. The substrate makes no distinction: a handle with its blocks. Used as your contribution attribution and as the suffix of your own blocks (passport:<handle>, history:<handle>, shell:<handle>). | |
| secret | No | Your passphrase for the handle, when its blocks are locked — it authorises your acts (submits, journal writes) once you are in. Omit to perceive only. Sensitive; never repeat it in conversation. |