LIVE PLAY UPDATES (from first session at Voss building)
Voss scene — Act I:
- Bodyguard kills differentiated: Payne = Wren's clean signature,
Velasco = Sera's messier work — she fought back and got skin under her nails
- NEW CLUE #13: CCTV footage — Charlise retrieved 34 seconds from the
partially-missed east lobby cam: two women entering 22:40, coordinated,
neither looks at the camera
- NEW CLUE #14: Skin under Velasco's nails — female, mid-twenties, not on
record; Sera is carrying that wound right now
- Charlise added as key NPC in the scene: building manager who pulled the
CCTV and building access logs, calm, professional, cooperative
Judge Ostrow scene — Act I:
- NEW WITNESS: Michelle — sex worker, sedated not killed, found the body,
still in holding room. She saw the jaw scar. She heard Ostrow say the name.
- NEW CLUE #15: Ostrow said 'Wren' — he recognised his killer before she
reached him and didn't try to run or call for help
- Ostrow scene updated to include Michelle's presence and testimony
NEW NPCs:
- Charlise: Building Manager, Bradbury Tower. Stats, disposition arc,
GM note. Uses Marisol image (closest match) — placeholder for real art.
- Michelle: Witness. High Empathy/Insight (she reads people for a living).
GM note contains the critical detail she holds back: Ostrow said 'Wren.'
NEW HANDOUT: BR19-H00-C — CCTV Stills
LAPD evidence format, 34-second partial recovery, two subjects described
frame by frame, analyst note flagging coordinated movement, forensic cross-
reference to Velasco nail DNA, Subject B favouring left arm on exit
CLUE TRACKER updated:
- Essential clues now 11 (was 8) — 3 new live-play discoveries added
- Clues 13, 14, 15 pre-marked as found (state:1) since they were
discovered in session
- Clue #4 updated: 'two killers — different techniques' replaces
'different prints' (more specific to what was found)
CINEMATIC STORY REWRITE:
All five chapters rewritten for screen-prose quality. Present-tense
opening. Camera-movement structure. Shorter paragraphs, harder cuts.
Chapter 1 (The Past): opening paragraph positions the Blackout as
sensory presence; tighter; cell decision rendered as a single shot.
Chapter 2 (now 'The Night It Begins'): fully rewritten to include the
actual play events — Charlise in the lobby, Velasco's wound, Michelle
in the holding room, Ostrow saying 'Wren.' The key moment is Michelle's
testimony rendered as the chapter's closing pull-quote.
Chapter 3 (now 'The Trail Opens'): consolidated trail; Halden rendered
in a single economic paragraph ('the point of Halden is not what he
does in this room'); Sera's arm wound visible as continuity detail.
Chapter 4 (The Tower): tighter, harder, more present-tense rhythm.
Coda: cut to minimum — the image, the decision, Greer, and Wren walking.
Single-file standalone player-facing site — 7.6MB, offline-capable.
Embedded: 9 images + Neon Rain Trough ambient soundscape (base64 MP3).
Sections:
1. HERO — LA 2037 establishing shot fullscreen with animated rain
overlay, DIRECTIVE / 19 Orbitron title with neon flicker, scenario
tagline in italic, hero chips (6 players / one night / LA 2037),
scroll hint
2. THE CITY — Two-column: city prose with amber drop-cap (Blackout,
Wallace monopoly, Nexus-8 underground, rain, the mayoral race) +
five detail cards (Blackout 2022, Wallace, Nexus-8s, weather, race)
3. WHO YOU ARE — Rep-Detect division, what a Blade Runner is, the
human/replicant dynamic, the Retirement mechanic (Promotion Points
vs Humanity) in a warning box. Noodle bar image with caption.
4. THE CALL — Centred dispatch box styled as LAPD terminal output,
03:14:22 timestamp, full opening read-aloud without spoilers
5. YOUR TEAM — 3×2 character portrait grid. Each card: portrait photo,
Human/Nexus-9 badge, name, role, atmospheric description (no hooks,
no stats, no spoilers), years on the force. Human = amber,
replicant = magenta.
6. THE SHAPE OF THE NIGHT — salt-flats parallax background, what the
players know going in, the DIR-019 neon stamp
Design: same CRT scanlines (drift + tear + refresh sweep), Orbitron/
Rajdhani/Share Tech Mono/Noto Sans JP stack, warm amber palette,
kanji decorations, rain animation on hero, scroll-reveal on all key
elements via IntersectionObserver, tonight section parallax scroll,
sound button with fade-in (45% volume, requires user click).
All 12 scenes across Acts I, II, and III now have a 'why go here'
lead-trail strip displayed before each scene card.
Each strip has two lines:
- WHY: plain English reason the PCs are here (what drives them)
- LEAD: the specific clue, event, or mechanic that sends them
Act I leads:
Voss Penthouse → Duty call — Greer routes the 03:14 alert
City Morgue → Second body (Ostrow) found same night, same mark
Lin Ai's Bar → Marisol Yu mentions her / DIR-019 graffiti on Fairfax
Volkov phones → Lin Ai gives Volkov's address; then he calls first
Act II leads:
Volkov's Clinic → His call cut mid-sentence at the end of Act One
Pham's Marina → Last living name on Lin Ai's list of nine
Saltgrove Whouse → Three paths: Pham's confession / Ostrow's files / Sera
Sera's Ambush → She comes to them — GM picks the moment
Jeopardy Beat → Not a destination — Halden has been working too
Act III leads:
Sandoval 88th → Wren's H02-B note: SANDOVAL. 21:00 — 88.
Sandoval Roof → Sera told them about the broadcast (if captured)
OR building management terminal flags relay hack
The Terrace → Wren moves there; the right PC follows naturally
CSS: .lead-trail (amber left border, gradient bg), .lead-why (body),
.lead-clue (monospace, LEAD: prefix in amber), .lead-none fallback
VOSS VICTIM PROFILE (in NPCs section)
- Full victim dossier card with red border and VICTIM — BODY #1 marker
- Three-tab layout: Timeline / Embedded Clues / GM Note
- Timeline: 9 entries from 1991 service start through 21 Mar 2037 death
- Embedded Clues: 6 expandable clue items (Pelican Holdings timing,
2027 Director's Commendation outside chain of command, retirement
timing, Payne & Velasco deaths, the unlocked panic room, the phone
call 40 minutes before time of death)
- GM Note: the moral weight of Voss — he was complicit, but he also
picked up the phone and left the panic room undisturbed
- 'OPEN PERSONNEL FILE' button links directly to Handout H00-B
NEW HANDOUT: BR19-H00-B — Voss Personnel File
- LAPD personnel file styled in bank/terminal format
- Redacted 2027 Special Operations assignment
- Director's Commendation authorised by Deputy Mayor's Office —
classification ABOVE TOP SECRET
- Post-service career: Voss Security Consulting → Cortez campaign
- Financial anomalies flagged: Pelican Holdings 2k/month 10 years
- Known associates: Payne & Velasco — both retired Oct 2027, both on
payroll within 3 weeks, both dead with Voss
- Forensic Accounting examiner notes calling out all four red flags
- H00-B added to handout grid with 'shown' tracking
ACT I WIRE-UP
- Voss Penthouse scene details include two clickable inline buttons:
'▸ VIEW VOSS VICTIM PROFILE' (navigates to NPCs section) and
'📄 PULL PERSONNEL FILE BR19-H00-B' (opens handout modal)
Adds 12 new prompts (BR19-EX-01 through BR19-EX-12) — each one the
in-fiction case-file dressing for one of the existing blueprint maps.
Format: tan-paper folder background with the blueprint reproduced at
center, four annotated polaroid photographs paper-clipped at the
corners (each with handwritten red-ink captions on masking-tape labels),
black redaction blocks across portions of the margin text, a chain-of-
custody box at the bottom with three signatures filled in, faint LAPD
REP-DETECT shield watermark, CASE 037-2037-11473 DIR-019 EVIDENCE
EXHIBIT stamp top right, handwritten exhibit-letter tag.
Each prompt names four specific polaroids that ground the exhibit to
the scenario:
- EX-01 (Voss penthouse): mirror DIR-019, kitchen bootprint,
Voss-in-bathtub, panic-room door
- EX-02 (Morgue): Voss slab, Ostrow tattoo, paralytic ampoule, Ostrow
effects bag with pocket watch
- EX-03 (Lin Ai's noodle bar): surveillance still, seized notebook,
Fairfax overpass exterior, Persian Quarter DIR-019 graffito
- EX-04 (Volkov clinic): body on procedure table, the pen at reception,
humming autoclave, the fake federal credential
- EX-05 (Pham marina): body at kitchen table, handwritten confession,
wet bootprint size 9, Wren's H02-B note
- EX-06 (Saltgrove warehouse): memorial beam photographs, acid-burn
floor, ledger page H02-A, approach road mile 22
- EX-07 (Parking structure): sound-grenade residue, Sera profile,
9mm wall damage, B-negative blood trace
- EX-08 (Sandoval 88th): Cortez podium press photo, green-room badge,
service-corridor pry damage, guest manifest page
- EX-09 (Sandoval roof): relay terminal, broadcast-file audio fragment,
ladder access pry marks, HVAC wiring tap
- EX-10 (The terrace): wet stone handhold abrasion, surgical blade
fragment, oilcloth fibre, BODY NOT RECOVERED notation
- EX-11 (Salt flats regional): estate gate, warehouse 7 exterior,
approach road mile 14 tracks, 2027 satellite overhead
- EX-12 (Central LA overview): Bradbury at night, Sandoval entry,
Volkov clinic street view, LAPD precinct fleet
Shared evidence-exhibit style suffix at top of section keeps the
twelve exhibits visually consistent.
Section also includes notes on the Midjourney challenges (text
rendering, redaction blocks, polaroid placement) and a usage guide:
plain blueprint variants for quick scene navigation, exhibit variants
when a PC explicitly pulls a file — e.g. Iris's [BR: Connect] roll to
pull the Voss file should produce EXHIBIT A, not the plain map.
File now 867 lines, 50 total prompts.
TYPOGRAPHY — Courier New was the wrong register. Replaced with proper
Blade Runner UI stack matching the rest of the repo:
Orbitron (500/700/900) — title, timer, section headers, stats,
NPC/PC names, dashboard tile labels,
progress bar, act tabs, story titles
Rajdhani (300-700) — body, nav, card titles, hooks, story
prose. Condensed sans, very 2049.
Share Tech Mono — readouts, stat labels, code, clue meta,
handout IDs, role lines. Mono with
attitude vs. Courier's typewriter feel.
Noto Sans JP (400/500/700) — kanji/katakana decoration
All four loaded via Google Fonts CDN with system fallbacks (matches
pattern used in event-91, event-93, event-95 apps).
KANJI / KATAKANA DECORATION — the LA-2037 worldbuilding signature:
Header:
ロサンゼルス・2037 (Los Angeles 2037 in katakana, subtitle)
指令 第19号 (Directive Number 19, kanji mark beside title)
Section titles get their own kanji on the right:
Story 物語 (monogatari, tale)
NPCs 人物 (jinbutsu, characters)
Clues 手掛り (tegakari, clue)
Handouts 資料 (shiryō, materials)
Players 捜査官 (sōsakan, investigators)
Reference 参照 (sanshō, reference)
Act tabs get theatrical numerals:
Act I · 第一幕 / Act II · 第二幕 / Act III · 第三幕
Story chapters get traditional chapter numerals:
Chapter One · 第一章 ... Coda · 終章
SIZE BUMPS — slight upticks to make the heavier display fonts breathe:
title 22 → 26px, timer 30 → 32px, section titles 22 → 22px (font
weight 700, letter-spacing 5px), NPC names 19 → 20px, PC names 18 →
19px. Letter-spacing increased across all uppercase headers.
Modal handouts kept in Share Tech Mono (terminal/typewriter feel is
correct for in-fiction documents).
Three layered CRT motion effects, all subtle, all GPU-cheap:
1. SCANLINE DRIFT — the scanlines slowly migrate downward by 4px over
9 seconds, looping. Imperceptible at first glance, builds the
'this screen is alive' sense over a session.
2. CRT TEAR — every 13s the scanline layer briefly shifts horizontally
by 1-2px at four irregular moments (18.5%, 47.5%, 72.6-73%, 91.5%
of cycle). The 72.6% tear also dims opacity slightly — a stronger
'glitch' beat among smaller ones. Cadence designed to feel random,
not metronomic.
3. REFRESH SWEEP — a 180px-tall faint amber band rolls from top to
bottom of the viewport every 17 seconds. Mimics the CRT refresh
pass. Opacity capped at 0.045 — present, not distracting.
All three use prime-ish durations (9, 13, 17) so the layered effects
never sync back into the same pattern within a session.
AESTHETIC PASS
- Warmer sodium-amber dominant palette (bg shifted from cool blue-black
to warm dark, amber from #ffb84a to #ff9818 for stronger LA-2049 feel)
- Neon glow text-shadow on title, timer, section headers, active nav,
amber elements throughout
- Title flicker animation (subtle 6s irregular cycle)
- CRT scanline overlay (subtle horizontal lines, mix-blend multiply)
- 2049-style chamfered corner clip-paths on dashboard tiles, NPC cards,
PC cards, header buttons
- Sodium-glow body background gradient (warm top, cool rain bottom)
- Active progress bar segments get amber under-glow accent line
- All section titles get '▸' leading caret + neon glow + amber border
- Replicant magenta shifted to richer pink-magenta (#ff5fbc) with own glow
NEW STORY SCREEN
- 'The Story' added to sidebar (second position, after Home) with
📖 icon, and as home dashboard tile
- New screen: full prose narrative read-through in five chapters:
The Past · The Players Arrive · The Hunt · The Tower · The Closing
- Bookish typography: amber drop-cap first letter of each chapter,
pulled-quote callouts for key beats, replicant-name highlighting
in magenta with glow, justified body text, max-width 720px
- Each chapter card uses angular clip-path with amber accent bar at
top-left and amber-glow chapter number caption
- New STORY data object (5 chapters, ~1600 words total)
- New renderStory() function called in init
Net: +394 lines, -84 lines. File now 2372 lines, 127KB.
New system folder: scenario-library/blade-runner-rpg/
Scenario: Directive 19 — LA 2037, six Blade Runners, 3.5hr
- Pure-investigation Act One (no combat)
- Action Act Two (Halden, Wren passes through, Sera ambush, salt flats)
- Tower showdown Act Three with structural Wren escape on the terrace
- 8 NPCs with stat blocks: Greer, Lin Ai, Marisol Yu, Halden, Wren, Sera,
Hara, Cortez
- 6 pre-gens with personal hooks: Iris/Marc/Saoirse/Dmitri/Talia/Cole
(3 human, 2 Nexus-9 replicant, 1 ambiguous senior)
- Full clue trail (8 essential + 3 optional + 1 special + 6 fallbacks)
- 6 handouts written: crime scene report, Lin Ai's list of nine,
Voss bank statement, salt-flats ledger, Wren's note, the broadcast
- The Tangent: Marc's stolen memory of Hashem Lin (Saoirse's father),
Halden surviving for campaign follow-up
- Full GM Notes covering tone, restraint on Halden, the terrace scene
GM HTML app: scenario-library/blade-runner-rpg/apps/directive-19/index.html
- Single-file, offline, tablet-friendly (2062 lines)
- Dark blue-black + amber/cyan/magenta palette
- Sidebar nav: Home / Acts / NPCs / Clues / Handouts / Players / Reference
- Timer with hard-checkpoint alerts at 0:15, 1:00, 1:15, 1:40, 2:00,
2:20, 2:45, 3:15, 3:30
- Clue tracker (pending/found/missed cycle) with progress bar
- Handout modal with 5 paper styles (terminal/aged/handwritten/bank/broadcast)
- NPC cards with REVEAL GM NOTES classified-eyes-only sections
- PC cards with replicant/human visual distinction
- BR RPG reference: core mechanic, skill mapping, stress dice triggers,
V-K use, combat quick ref, Promotion vs Humanity table
- localStorage persistence across sessions (clues, classified, timer)
Updated top-level README and scenario-library README to include the
new system folder.
Scene art added:
91-ART-01 Cover: aerial Neo-Ashford, arcology towers / Undertow neon
91-ART-02 The Slab: dystopian market, child and the note
91-ART-03 Reth's squat: wall of notes, corkboard, the photograph
91-ART-04 The Junction: filament hub, six figures tiny below
91-ART-05 Three bodies: Feed Corridor, ribcages opened like flowers
91-ART-06 Primary node: through gallery glass, entity spreading
Combined with existing 5 NPC portraits — scenario now has complete art coverage
- scenarios/art/event-92/ — all 11 images, named and indexed in README
- apps/event-92-last-train/assets/ — same set, ready for app embedding
- scenarios/midjourney-prompts-master.md — master prompts for all 8 scenarios
Art covers:
01 Cover (tunnel run / Conductor)
02 Van Cortlandt murder
03 Platform sprint
04 Reflection vision
05 Lester Creed portrait
06 The Black Conductor (entity)
07 Third Rail Choir sigil
08 Sister Marion Vale portrait
09 Stillwell Avenue terminal
10 Brass token (prop/handout)
11 Subway car interior (bonus)
- Emergency red / signal amber palette (vs Night Crawler's cyberpunk cyan)
- NHS Emergency Alert full-screen simulation (📱 ALERT button)
- Reportage ink-sketch SVG portraits for all 6 major NPCs
- Live session timer with hard deadline alerts at 1:15, 2:15, 2:30, 3:05
- 12-clue tracker with essential/optional tagging and fallback notes
- 10 handouts with act-tagged cards and ⛶ Show to Players mode
- 6 PC stat trackers: HP/SAN/MP adjusters, Bitten/Injured/Insane/Dead flags
- Acts screen: tabbed Intro/I/II/III/Epilogue with all beats, social media feeds, fast-tracks
- SAN quick-reference modal from any screen
- GM-only truth panel (Meridian Biosciences/COBR backstory)
- LocalStorage persistence for all session state
- Touch-optimised, 48px targets, responsive sidebar/bottom-nav
- Complete three-act structure following master template
- Overriding story: Meridian Biosciences / MX-9 / COBR containment decision
- Plot summary (GM's truth), player experience arc
- Introduction with individual character read-alouds and alert delivery
- Act One: Something Is Wrong — bus crash, first infected, market breaks
- Act Two: The Long Walk South — Blue Anchor, pharmacy, reanimation, cordon
- Act Three: Bridge or River — Tower Bridge negotiation or RIB at Bankside Pier
- Epilogue with four outcome states and closing read-aloud
- 5 major NPCs with full stat blocks (Fatima, Callum, Sharif, Marcus, Helen, Pete)
- 6 pre-generated characters with stats, hooks, and motivation
- 12-clue trail with essential/optional split and fallbacks
- 11 handouts listed with format specifications
- Zombie quick reference table
- 9 artwork assets with reportage ink sketch style and generation prompts
- The Tangent: Day Two / Meridian investigation follow-up
- Full GM notes on lethality, pacing, Helen, Marcus, and the cordon moment
Issues fixed:
1. buildNPCs (and 23 other functions) were missing — lost when the ACT_DATA
block replacement accidentally deleted the switchAct→renderRefContent section
2. Duplicate const REF_DATA declaration (old literal + new JSON.parse version)
3. Stray </body></html> embedded inside the script content from prior botched edit
4. Final unescaped apostrophe: 'don\'t' in renderActContent
All 40 functions confirmed present. Node --check: ZERO SYNTAX ERRORS.
Root cause: ACT_DATA and REF_DATA objects were built using Python
string escaping that left unescaped apostrophes in single-quoted JS
strings (Reth's, entity's, don't, it's, Jed's, Sable's etc.) and
at least one unclosed template literal causing downstream parse failures.
Fix: ACT_DATA and REF_DATA are now stored as proper JSON in
<script type='application/json'> tags and loaded via JSON.parse().
All text content uses HTML entities for apostrophes and special chars.
Zero escaping ambiguity possible.
Node.js --check confirms: NO SYNTAX ERRORS.
Backtick count now 28 (even = all template literals properly closed).
Complete rebuild addressing all feedback:
LAYOUT
- Two-column layout for 13" laptop/tablet (200px sidebar + content)
- Sidebar collapses to bottom nav on narrow screens (<800px)
- CSS grid with proper areas, no overflow hidden tricks
- All touch targets min 48px, adj buttons 42×42px
READABILITY
- --text: #eeeefc, --text-sub: #b8b8d8, --text-muted: #7878a0 (captions only)
- Base 15px, card body p 15px, headings 16-18px
- No dark text on dark background anywhere
- Goal boxes, callouts, pacing notes all use --text
- Stat blocks use --text-sub (not dim)
- Generous line-height 1.55-1.75 throughout
FULLSCREEN OVERLAYS (portraits + handouts)
- ALWAYS has visible '← Back' button at top-left of screen
- Back button is cyan bordered, large (min 48px), obvious
- Portrait overlay: image fills available height, centered
- Handout overlay: scrollable text, readable 17px serif
- Both have 'Mark Shown to Players' action button
- Shown state persists and shows on card
STATE TRACKING (new)
- Locations: tap to mark visited (green dot + strikethrough)
- Clues: tap cycles pending → found → missed with color
- NPCs: 'Mark Introduced' button, shows ✓ badge
- Handouts: 'Mark Shown' on card and in overlay
- Portraits: 'Mark Shown' button in overlay
- Clue progress badge on nav: X/7 essential found
- All state persists in localStorage
PINNING SYSTEM (new)
- Pin any NPC to home screen quick-access bar
- Pinned items appear as large amber buttons at top of Home
- One-tap access to most-needed items mid-session
- Unpin with ✕ button
SESSION NOTES
- Textarea per act for GM notes during session
- Persists in localStorage
ACTS
- Location items are tappable with 'Details' button
- Details panel expands inline below location
- Visited locations get checkmark + strikethrough
- Notes field at bottom of each act
Five Midjourney-generated NPC portraits in dystopian noir illustration style
replacing previous placeholder SVG artwork.
Characters and artwork:
- Sable Morn: dramatic black/white ink wash portrait, high collar coat,
looking past viewer, extreme chiaroscuro from above
- Damos Reth: gaunt figure in data vest, glowing eyes, underground tunnel,
haunted expression
- Jed Osler: behind the bar, amber light, mechanical prosthetic arm on
counter, watchful presence
- Dr Yava Chen: reading glasses, hands clasped, laboratory setting,
analytical intensity with unsettling quality
- Scratch: young woman, glowing amber cybernetic eye, rainy dystopian
cityscape, street fighter stance
Assets:
- Embedded as base64 JPEG data URIs in app (280x373, 14-25 KB each)
- Full-resolution versions in scenarios/art/event-91/npc-*.jpg (600px wide)
- All artwork generated with Midjourney per art direction in scenario doc
App now 225 KB total, fully self-contained.
Single-file GM app per app-template spec. All data embedded, no internet required.
Screens:
- Home: session dashboard, timer, checkpoint table, player roster
- Acts: tabbed panels (Intro / Act I / Act II / Act III / Epilogue) with all
locations, key mechanics, pacing notes, moral choice breakdown
- NPCs: all 7 NPCs with physical description, motivation, what they know,
stat blocks, disposition colour coding (friendly/neutral/hostile/compromised)
- Clues: tap-to-cycle tracker (none/found/missed) for all 7 essential + 6
optional clues, with fallback triggers
- Handouts: all 5 handouts with fullscreen player-facing display mode;
styled per type (normal / handwritten / terminal)
- Players: HP/SAN/PP tracker with +/- controls and status tags for all 6 PCs
- Reference: SAN table, skill rolls, BRP quick-reference, entity mechanics
Features:
- Live session timer with hard deadline alerts at 2:15 and 3:05
- Progress bar with act labels
- SAN quick-reference modal from any screen
- LocalStorage persistence for PC stats and clue tracking
- Dark noir theme: black bg, cyan/amber neon accents
- Touch-optimised, 48px tap targets, one-hand operable
- Complete three-act structure applied per SCENARIO-TEMPLATE
- GM Pre-Session Checklist added (print list, table setup, pre-read notes)
- World Background expanded with Blade Runner-style texture guide
- Running Neo-Ashford section added: credits context, sensory language by
location, what technology looks like, how people talk, what things cost
- All six pre-gen characters with hooks, stats, and equipment
- All five handout texts written (H00-A, H00-B, H01-A, H01-B, H02-A)
- All locations fleshed out with atmosphere, mechanics, and clue flags
- Full NPC profiles: Sable Morn, Reth, Jed, Dr Chen, Scratch, Kov, Sera, Entity
- Entity influence mechanic and SAN tables
- Master clue trail with essential/optional/fallback structure
- Three-option Moral Choice with cost and consequence detail
- Full epilogue for all four outcome branches
- GM Quick Reference Card: timing, SAN table, skill rolls, NPC disposition
- GM Notes: tone guidance, Dr Chen technique, pacing advice, six-player management
- New top-level scenario-library/ directory, independent of convention events
- System folders: call-of-cthulhu, brp, ringworld, stormbringer, other-games
- Each with its own README and scenario index table
- SCENARIO-LIBRARY-TEMPLATE.md for filing new scenarios
- Updated master README to reflect dual-purpose repo structure