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Under the hood however, the world is also split into '''Settings'''. They are larger environments for Places, governing more general rules over the locations they are set to, such as:
 
Under the hood however, the world is also split into '''Settings'''. They are larger environments for Places, governing more general rules over the locations they are set to, such as:
*outfit lock (although Places can override this)
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*outfit lock
 
*map access
 
*map access
 
*inventory usage
 
*inventory usage
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The main Setting of Fallen London is [[The Fifth City]], containing most of the location in London (such as [[Veilgarden]] and [[Moloch Street]]). [While on a technical level it's not true that Places are inside Settings, its more logical to think of them this way.] There can also be Settings which are only set to one Place, and there are Places which appear in multiple Settings.
 
The main Setting of Fallen London is [[The Fifth City]], containing most of the location in London (such as [[Veilgarden]] and [[Moloch Street]]). [While on a technical level it's not true that Places are inside Settings, its more logical to think of them this way.] There can also be Settings which are only set to one Place, and there are Places which appear in multiple Settings.
  
All storylets (and thus cards) are set to a particular Setting but Places can also have their own storylets and cards. This way most London locations can share their deck and hand, but the individual Places can have their unique cards as well, for example.
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All storylets (and thus cards) are set to a particular Setting but Places can also have their own storylets and cards. This way most London locations can share their deck and hand, but the individual Places can have their unique cards as well.
  
 
Settings are used by the game logic and are not presented directly to the Player (unlike Places). They can be found by viewing the network activity (using the browser's developer tools for example). The current setting is displayed under the <code>myself</code> request. Setting changes can also be intercepted from <code>chosenbranch</code>, in which case the presence of a <code>map</code> request usually signifies a change.
 
Settings are used by the game logic and are not presented directly to the Player (unlike Places). They can be found by viewing the network activity (using the browser's developer tools for example). The current setting is displayed under the <code>myself</code> request. Setting changes can also be intercepted from <code>chosenbranch</code>, in which case the presence of a <code>map</code> request usually signifies a change.

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