← Back to Core Rules

The Forge

A Companion for Building Bound
"I didn't plan the best scene of the campaign.
I wrote two Bindings that couldn't coexist
and waited three sessions for the room to catch fire." — a GM, in hindsight

The SessionPreparing to Improvise

Most of a Bound session is improvised. This does not mean the GM arrives unprepared — it means the preparation looks different than in games with detailed encounter maps and pre-written dialogue. You are not scripting a story. You are building a situation and trusting the Contracts to turn it into a story.

A session of Bound needs three things. Everything else is optional.

The Pressure

One situation that makes at least one Contract relevant. Not a plot — a pressure. A circumstance that pushes against a Binding, tempts a Grey, or demands a Grant. The pressure does not need to be dramatic. "Someone asks for help and the character's Binding says they cannot refuse" is a pressure. "The only path forward goes through sacred ground" is a pressure. "Two characters' Bindings demand contradictory actions in the same room" is the best pressure.

Building a Pressure
Read the Contracts Before every session, read every character's Grant, Binding, and Grey. All of them. Not just the ones you think will be relevant — all of them. Connections you did not plan will become visible. A Binding that has not been tested in three sessions is a Binding that is due.
Find the collision The strongest pressures come from two Contracts pulling in different directions. Look for situations where one character's Binding demands the thing another character's Binding forbids. Look for moments where a Grant could solve the problem but the Binding makes using it morally costly. Look for the Grey that has been exploited the same way twice — the patron is watching.
Write one sentence The pressure should fit in a single sentence. "The only healer in the Hold is someone the character's Binding says they cannot help." "The safe route is through the Bloom, and one character cannot destroy what the Sun has made." "The witness will only talk to the person contracted to the Glass, and the truth will destroy someone the party loves." One sentence. The rest is improvisation.

The Human Scene

One scene that has nothing to do with Contracts. A meal. A conversation about something that does not matter. A moment of rest where the characters are people, not agents of cosmic power. This scene exists so that the Contract scenes have emotional weight. If the players do not care about each other as people, they will not care when the Bindings collide. Prep one human moment — a place, a quiet activity, a question that is not about the mission — and drop it into the session wherever the energy needs to breathe.

The Question

One question you genuinely do not know the answer to. Not a plot question — a character question. "Will Sera tell the truth even though her Binding says she can't?" "Will Kael use his Grant against the unarmed?" "Will the party protect the Bloom or clear it for the Hold?" You should not know the answer before the session. If you know how it will go, you are not running Bound — you are performing a script. The question is your compass. Point the session at it and let the players answer it through play.

The Minimum Prep One pressure. One human scene. One question. Write them on an index card. That is your session plan. Everything else — the NPCs, the complications, the twists, the scenes you did not anticipate — will emerge from the Contracts and the fiction. If you over-prepare, you will try to protect your preparation, and protecting your preparation means steering the players toward the story you planned instead of the story the Contracts are generating. The Contracts are better at writing stories than you are. Let them.

The ArcBuilding a Campaign

A Bound campaign is not a plot with a beginning, middle, and end. It is a set of Contracts that escalate until they resolve. The plot is the vehicle. The Contracts are the engine. If the Contracts are interesting, the plot will take care of itself.

The First Session

Use the first session to establish three things:

Who are these people? Not their Contracts — their people. What do they eat for breakfast? Who do they call when they are scared? What do they do with their hands when they are nervous? The Contracts will dominate the campaign. The first session is where you establish the humans underneath.
What are the collisions? By the end of session one, you should know which Bindings will collide, which Greys will be tested, and which relationships will be strained by the Contracts. Write these down. They are your campaign outline — not a plot, but a list of future scenes that the Contracts have already written for you.
What does the world feel like? Establish the setting's texture through small details, not exposition. The Grind is communicated by the overhead question, not by a speech about capitalism. The Ember is communicated by describing what the sunlight does to the road, not by explaining the Long Burning. Let the setting seep in. The players will absorb it faster through sensory detail than through lore.

The Middle Sessions

The middle of a campaign is where the Contracts tighten. Each session should do at least one of these:

Test a Binding Build a scene where obeying the Binding costs something real. Not every session — but regularly enough that the Binding never feels like a formality. A Binding that has not been inconvenient in two sessions is a Binding that needs a harder scene.
Tempt the Grey Present a situation where the Grey could solve the problem — but the interpretation is a stretch. Let the player decide whether to reach for it. The GM does not push. The GM presents the opportunity and waits.
Complicate a relationship Use the Contracts to drive wedges between characters who care about each other. Not artificial conflict — the organic kind that emerges when two people who love each other are bound by oaths that point in different directions. The best campaigns are not about the external threat. They are about what the Contracts do to the people who signed them.
Deliver a consequence Something from two or three sessions ago should come back. A Grey exploit that went unpunished. A Binding violation that no one noticed at the time. A choice that seemed small and has grown. Bound's world has a memory, and the GM is the one who keeps the ledger. Use it.

The Ending

A campaign ends when the Contracts resolve — not when the plot resolves. Look at the characters' Contracts and ask: is this deal still sustainable? If the answer is no for at least one character, the campaign is approaching its end. The four endings described in the core rules — Severance, Renegotiation, the Spiral, Walking Away — are the shapes the ending can take. Let the players walk toward the one that fits.

Signal it early. A character whose Binding has been violated three times is heading toward Severance whether the player knows it or not. A character who has accumulated two Desperate Deals is one bad night from the Spiral. Name what you see: "Your Contract is fraying. I think we're heading toward something." Give the player time to choose how the story ends. The best endings are the ones the player sees coming and walks toward anyway.

The CastBuilding NPCs That Matter

Bound does not need many NPCs. It needs the right NPCs — the ones whose existence makes the Contracts harder to keep.

The Quick Contract

Every NPC needs three sentences. Not a backstory — a deal.

Want What is this person trying to achieve? Not their personality — their goal. Specific, immediate, and comprehensible. "She wants her daughter back." "He wants to keep his job." "They want someone to listen."
Can't What stops them from simply taking what they want? An obligation, a fear, a restriction — something that functions like a Binding. "She can't go to the authorities because they'll take her other children." "He can't refuse the assignment because his contract has a non-compete clause that covers breathing." "They can't speak about it because the last person who listened is dead."
Loophole Where does the restriction bend? What workaround might this person accept? The loophole is where the player characters enter the equation. "She could get her daughter back if someone else made the accusation." "He could refuse if the assignment was reassigned first." "They might write it down instead of speaking." The loophole makes the NPC a puzzle piece that the players can interact with using the same Contract logic they use for everything else.

This template works for every NPC, from the major antagonist to the guard at the gate. The complexity of the NPC is determined by how many of these three sentences the players discover — not by the length of the backstory you wrote.

NPCs That Activate Contracts

The best NPCs are the ones who make a player character's Contract harder to keep. Build them backward from the Contracts:

The Method
The Mirror An NPC with the same domain as a player character but a different deal. Same patron, different Binding. Same power, different restriction. The mirror shows the player what their character could have been — and by implication, what they chose not to be.
The Wedge An NPC who needs something that one character's Grant can provide but another character's Binding forbids. The NPC is not the antagonist. The NPC is the reason two player characters have to argue about what to do. Build the NPC, step back, and let the players handle it.
The Cost An NPC who suffers because of a player character's Contract. Not because the character is cruel — because the Binding demands something, and the NPC is standing in the path of that demand. The NPC does not need to know about the Contract. They just need to be hurt by it, visibly, in a way the player cannot ignore.
The Temptation An NPC who offers exactly what the character wants — in exchange for something that would violate or strain the Contract. Not a villain making an evil offer. A person making a reasonable offer that happens to collide with a Binding. "I will tell you everything you need to know. I just need you to do one thing for me first." The one thing is always the thing the Binding forbids.

Notice that none of these NPC types require the NPC to be complex. They require the NPC to be positioned — placed in the fiction at exactly the angle where the Contract catches the light wrong. A one-sentence NPC in the right position is worth more than a ten-page backstory in the wrong one.

The SettingBuilding a World for Bound

Building a setting for Bound is not the same as building a world. You do not need geography, history, economics, or a magic system. You need a horror, a tension, and deals that make both of those personal. Everything else grows from those three seeds.

Step One: The Horror

Every Bound setting begins with a single, specific horror. Not "things are bad" — a horror with a shape. The Grind's horror is systemic exploitation. The Ember's horror is transformation through uncontrolled growth. The Ink's horror is identity consumed by narrative. The Frequency's horror is nonconsensual emotional influence. The Noir's horror is moral erosion. The Myth's horror is dehumanization through power. The Cyber's horror is a freedom that teaches people to use each other.

Your horror should be statable in one sentence. If it takes a paragraph, it is not focused enough. The sentence should make someone uncomfortable — not because it describes violence, but because it describes something true.

Finding Your Horror Ask yourself: what are people already afraid of? Not monsters. Not the dark. The real fears — the ones that live in systems, relationships, and the slow compromises of daily life. The fear that you are being used. The fear that your choices don't matter. The fear that the thing you love is the thing that is consuming you. The fear that you are becoming something you would not recognize. Bound's horror is always human-scale, even when the setting is cosmic. Find the human fear first. The setting grows around it.

Step Two: The Tension

The horror is what the setting is. The tension is what the characters do about it. Every setting in Bound has a core tension between the horror and the response:

The Grind Horror: the system uses you. Tension: solidarity — people choosing each other over the machine.
The Ember Horror: the world is being loved to death. Tension: endurance — carrying things through the destruction.
The Ink Horror: stories consume identity. Tension: revision — choosing to be more than your role.
The Frequency Horror: you change what people feel without asking. Tension: authenticity — the difference between manipulation and genuine expression.
The Noir Horror: every truth makes you complicit. Tension: integrity — doing the work without losing yourself.
The Myth Horror: power erases your humanity. Tension: mortality — choosing to stay human when godhood is available.
The Cyber Horror: freedom makes people use each other. Tension: trust — choosing someone over the market.

The tension is what makes the setting playable instead of just bleak. Without it, the horror is nihilism — and Bound is never nihilistic. The tension is the reason the characters get out of bed. Name it. It will become your setting's hope mechanic.

Step Three: The Track

The track is the horror given a meter. Five boxes. Each box represents the horror advancing — the character becoming more of what the setting threatens. The track should answer one question: what happens to a person who lives inside this horror long enough?

Designing a Track
Name it The name should evoke the horror. Burnout. Bloom. Stain. Hubris. Trope. Reverb. Heat. One word that tells the player what is accumulating.
Define the triggers What marks a box? The triggers should connect to the horror — actions that feed the setting's central problem. In the Grind, you mark Burnout when the system grinds you down. In the Ember, you mark Bloom when the Sun changes you. The triggers should be things that happen through play, not through bad luck — the player should feel responsible for every box they mark, even if the responsibility is "I had no good options."
Set the thresholds Box three is the warning — something changes, something gets harder, the horror becomes visible. Box five is the endgame — the character is consumed, transformed, or retired. Box three should change how the character plays. Box five should change whether the character is playable.
Design the clearing This is the most important part. The clearing mechanic is your setting's thesis — the thing you believe pushes back against the horror. In every existing setting, the clearing requires another person. Connection clears Burnout. Diminishment clears Bloom. Confession clears Stain. Witnessing clears Hubris. True stories clear Trope. Undoing clears Reverb. Trust clears Heat. The clearing is always interpersonal, always costly, and always the mechanical expression of the setting's hope. What saves people in your setting? That is your clearing mechanic.

Step Four: The Patrons

Patrons are the horror wearing a face. Each patron embodies a different aspect of the setting's central problem, offering power drawn from that problem in exchange for restrictions that keep the character entangled in it. The key to good patron design is this: the Grant and the Binding should come from the same source. The power is not separate from the restriction. They are two expressions of the same deal.

The Patron Checklist
What is this entity? Not its stats — its nature. What force does it embody? What does it want from the world? What does it smell like? The sensory details are not flavor text. They are how the patron becomes real at the table. A patron that smells like cigarette smoke and regret is more memorable than a patron with three pages of lore.
Three Grants Each Grant is a short, declarative sentence. "You can end things cleanly." "You do not tire." "Buildings reveal their secrets to you." Grants should be broad enough to be useful in many situations and specific enough to have a clear domain. A Grant that covers everything is boring. A Grant that covers one very specific thing is limiting. Find the middle: a clear domain with fuzzy edges.
Three Bindings Each Binding is a behavioral restriction: "You shall not..." or "You shall..." Bindings should be simple to state and complicated to live with. "You shall not lie" is five words and a lifetime of drama. The best Bindings are the ones that sound manageable at character creation and become impossible three sessions in.
One Grey template The Grey is the player's to write, but the patron entry should provide a template: "[Patron]'s Greys live in [the domain of ambiguity]. Consider [two or three questions about where the boundaries blur]." The questions should not have clear answers. They are invitations to the player to find the edge of the Binding and build a loophole there.
Reckoning flavor Map all four Reckoning types — Narrowing, Tithe, Fraying, Severance — to this patron's domain. Each should feel like a natural expression of the patron's nature. Narrowing from a legalistic patron feels like a contract amendment. Narrowing from a wild, chaotic patron feels like an instinct you cannot control. The mechanics are the same. The texture is everything.

Step Five: The Unique Mechanic

Every setting needs one mechanic that is only in that setting — something that makes it feel mechanically distinct from every other Bound setting. This mechanic should express the setting's specific horror in a way the core rules cannot.

Going Live The Frequency's unique mechanic. Performance amplifies power and accelerates consequences. It exists because the Frequency's horror is about scale — the bigger the audience, the more damage you do.
Communion The Ember's unique mechanic. Voluntary surrender to the thing that is destroying the world. It exists because the Ember's horror is that the destructive force feels good.
The Voiceover The Noir's unique mechanic. Revealing your character's inner state for a mechanical bonus. It exists because the Noir's horror is about vulnerability — your honesty is your exposure.
Retelling The Ink's unique mechanic. Collectively rewriting the story the world is trying to tell. It exists because the Ink's horror is about authorship — who controls the narrative.
False Exits The Grind's unique mechanic. Escapes that feed the system. It exists because the Grind's horror is that rebellion is a product.
Trespass The Myth's unique mechanic. Sacred ground that amplifies power and costs humanity. It exists because the Myth's horror is that divinity is available and corrosive.
The Score The Cyber's unique mechanic. Cooperative operations against corporate targets. It exists because the Cyber's horror is about agency — every action serves someone's war.

Your unique mechanic should follow the same pattern: a choice the player makes that expresses the horror through action. It should be tempting, costly, and voluntary. The player should want to use it and dread using it in equal measure.

The MoldBuilding the Patron That Breaks It

Once your pantheon is established — once the patrons agree about what the horror is and how to respond to it — consider building one that disagrees. Not every setting needs this. But if you want the table to argue about the setting's thesis instead of just accepting it, the mold-breaker is the tool.

The Pattern
Identify the consensus What do all your patrons agree on? In the Ember, they agree the world is dying. In the Grind, they agree the system exploits you. In the Ink, they agree that stories have structure and purpose. The consensus is the shared assumption that unites the pantheon.
Find the dissent What is the one thing a patron could believe that would threaten the consensus? Not contradict the setting's premise — contradict the pantheon's response to it. The Sprout does not deny the Long Burning. It says the Long Burning might be a beginning. The Family does not deny systemic exploitation. It says belonging is more important than resistance. The dissent should be genuinely arguable — the mold-breaker should be wrong in a way that might also be right.
Make it uncomfortable The mold-breaker should make the other patrons uneasy and the other players uneasy. If the table can comfortably dismiss the mold-breaker's worldview, it is not doing its job. The disagreement should be real enough that a player might look at the mold-breaker and think: "I hate that they might be right."

The PrincipleWhat Bound Settings Are Not

As you build, keep these constraints in mind. They are the architecture that makes Bound settings work, and violating them will produce something that looks like Bound but does not play like it.

Not nihilistic Every setting must have a mechanical expression of hope. The track must be clearable. The clearing must require human connection. If the horror has no answer — if the characters cannot push back, cannot help each other, cannot find small victories — the setting is a lecture, not a game. Name what the setting is not. The Grind is not nihilism. The Ember is not a grey, joyless apocalypse. The Ink is not cynical deconstruction. Your setting should explicitly name its anti-pattern.
Not about villains Bound's horror is systemic, not personal. The antagonist is not evil — they are bound by deals as restrictive as the players', pursuing goals as understandable as the players', trapped by oaths as inescapable as the players'. If your setting has a Big Bad who needs to be defeated, you are building for the wrong system. Bound does not do heroes versus villains. It does people versus the deals they have made.
Not totalizing Victory in Bound is always local. You will not destroy the Institution, silence the Genre, kill the God, escape the Margins, fix the Sun, clean up the City, or end the corporate war. Victory is a neighborhood saved, a friend pulled back from the edge, a Contract renegotiated. The scale of the horror is vast. The scale of the victory is human. That asymmetry is the emotional engine.
Not about the Grant The Grant is the hook — the cool power, the fantasy, the thing that makes the character fun to play. But the game is not about the Grant. The game is about the Binding and the Grey. The Grant is what you can do. The Binding is why doing it is complicated. The Grey is where the drama lives. If your setting's patrons have exciting Grants and boring Bindings, flip your priorities. The Binding is the game. The Grant is the bait.

The TestIs Your Setting Ready?

Before you bring your setting to the table, test it against these questions. If you can answer all of them, the setting is ready. If any of them feel uncertain, the setting needs more work — not more detail, more clarity.

The Checklist
Can you state the horror in one sentence? If it takes a paragraph, it is not focused. A setting's horror must be simple enough to communicate in the first five minutes of play.
Does the clearing require another person? If a character can clear the track alone, the setting has no solidarity thesis. The clearing mechanic is the thesis. It must be interpersonal.
Do the Bindings conflict? Look at the full set of Bindings across all patrons. Are there pairs that would be impossible to obey simultaneously? If two characters at the same table could hold Bindings that demand contradictory actions, the setting will generate drama automatically. If every Binding points in the same direction, the Contracts will not collide and the game will stall.
Is the unique mechanic tempting? If no player would voluntarily use the unique mechanic, it is not doing its job. Going Live is tempting because the power boost is real. Communion is tempting because the warmth is genuine. The mechanic must offer something the player genuinely wants, at a cost they genuinely fear.
Can you name what the setting is not? Every setting has an anti-pattern — the misread that will drain the fun. The Grind is not nihilism. The Ember is not misery. The Noir is not cynicism. If you cannot name the wrong tone, you do not yet understand the right one.
Would you play in this setting? The most important test. If the setting does not excite you — if you would not want to sit at a table and inhabit this world — it will not excite anyone else. Build the setting you want to play in. The enthusiasm is not optional. It is the fuel that makes everything else work.
The Forge and the Fire Building for Bound is not about filling templates. It is about finding a horror that matters to you, a tension that gives you hope, and deals that make both of those personal. The templates exist to give your ideas structure. The structure exists to make your ideas playable. But the ideas come first — the anger, the grief, the fear, the stubborn insistence that people are worth something even when the system disagrees. Start with what you care about. The mechanics will find it. They always do.
❧ ❧ ❧
Bound — The Forge v0.1
A Companion for Building Bound