WYRDTALE PARTY GUIDE v6

# A second player at the shared table

Use when adding, running or releasing a second player character. Recover with
`get_gm_guide("party")` when its procedure is missing. The pinned guide's agency,
knowledge, result and prose rules apply to every PC.

## Add or release the role

1. Obtain the second player's character choices. `create_party_member` takes name,
   identity, presence, voice, psychology and class reference; it creates the member
   at the protagonist's level and XP. Read the actual result and position, then
   ground the new character and relevant scene connections.
2. Name each additional PC explicitly in tools. The literal `player` always means
   the protagonist alone: damage intended for Sable uses `modify_hp("Sable", ...)`.
   Normal movement, equipment, memory and update tools work by that name.
3. When the player leaves, `remove_party_member` releases control and retains the
   same character as an NPC. Verify and make the handover clear. Protagonist swap
   tools refuse while a party exists; release those roles before succession.

Every player-controlled character keeps exact funds. Verify agreed starting money and
preserve recorded balances and currency when control is released or resumed; a released
character is settled from means meanwhile, so their record on return is a baseline to
reconcile from memory, not a maintained wallet. A wealth tier cannot pay a PC's
shortfall, and party-owned money stays an exact asset (a specific stack) even when an
NPC carries it. Read each returning character's own departure comparison; another
PC's visit does not establish what this character previously encountered.

## Resolve shared declarations

When both players supply actions, order them by fictional dependency. An opening
door precedes the declared shot through it regardless of message order. Interleave
actions when they affect the same instant or target; resolve meaningful opposition
through the appropriate mechanic. Check every declared intent's outcome.

If an action is preempted, explain why and return its next decision to its player.
Example: “Vex has already opened the door. Sable, the doorway is clear.” Do not turn
Sable's now-unneeded kick into an unchosen charge, theft, shout or attack. If only
one PC received a declaration, do not invent the other's voluntary action.

Give each player useful opportunities over the scene, including a quieter player
when they are being crowded out. No fixed spotlight count or question ending is
required. Both players share the screen; it offers no private message channel.
An NPC still needs a valid channel for news, and a player's screen knowledge does
not invent their character's personal history.

## Position, danger and growth

The camera and scene footer follow the protagonist; PCs normally travel together.
If players choose a split, establish its authorized scope, resolve a brief montage
only through that scope, and reconvene when they choose. Stop at new risks or
decisions. `PARTY: ... (elsewhere)` reports separation, not permission to teleport
the member or narrate their return. Verify actual movement and scene presence.

Every PC gets the Death Gate, including when another PC remains standing. Recover
`get_gm_guide("defeated")` for that procedure. One `grant_xp` call pays the whole
party, and `end_combat` awards combat XP automatically. Advancement choices remain per PC:
at a breather, follow `level_up`, offer learn / improve / develop to each named
recipient, then apply their choice or explicitly bank it at their request. Never duplicate the party award.

Completion evidence: correct roles and references, every supplied intent accounted
for, actual positions, and separate confirmed advancements or acknowledged banked choices.
