diff --git a/play.tex b/play.tex
index a076c6f5faae0e84f64452c7c0489b5c4337696b..fcdfe2a14be2145604ddeb98c02a1b924aa42c74 100644
--- a/play.tex
+++ b/play.tex
@@ -3,12 +3,16 @@
 \begin{multicols}{2}
 
 \noindent
-Take this skeleton as a guide to pacing, and as standards which often belong in the background.
-Once you get into the swing of this simple cycle -- march, decisions, resolve, repeat -- the simple resolution system can fill days or weeks of in-game time quite easily.
-\glsadd{guard}
+Three players have arrived for a game of BIND.
+Each \gls{pc} is a member of the \gls{guard} -- the organization which takes in the scum, layabouts, robbers, and political-agitators, and pushes them to the \gls{edge}, where they push back the beasts of the forest, so that farmers can produce food for for the towns.
 
-How much the troupe actually engage with their \gls{guard} missions depends on the players -- they may lean into them, and feel pressures on all sides as they juggle a chaotic world with their duties, or may end up abandoning them, and wandering \gls{fenestra} as free agents or bandits (and who can tell the difference?).
+This snippet contains a couple of the usual cycles -- `decisions, resolve, march', and repeat.
+The players make decisions for their characters and roll dice.
+The \gls{gm} or player then interprets the results, depending on the type of roll.
 
+The session always begins with a recap, where any \gls{guard} recaps their last exploits to \pgls{jotter} (who work as administrators for the \gls{guard}).
+The \gls{jotter} then gives low-rank \glspl{guard} a mission, which should keep them away from civilization (such as towns), and stop them wandering off on any \glspl{sq}.
+This never entirely succeeds, so \glspl{pc} will often find themselves trying to enter a town, or complete some other mission.
 
 \sideBySide{
   \begin{description}