Commit Graph
23 Commits
Author SHA1 Message Date
timevans666 2c53c8488e Event 159: BRP Day One — full scenario expansion
- 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
2026-05-14 19:42:46 +00:00
timevans666 9296bdd467 Event 91: fix all JS errors - missing functions, duplicate declarations, malformed structure
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.
2026-05-14 19:11:57 +00:00
timevans666 84fdbfa614 Event 91 Night Crawler: fix all JavaScript 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).
2026-05-14 15:44:09 +00:00
timevans666 8034555b37 Event 91 Night Crawler: full app rebuild v3
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
2026-05-14 15:27:28 +00:00
timevans666 137a7a9d57 Event 91 Night Crawler: UI pass — readability, touch targets, portrait fullscreen
Text / colour improvements:
- --text-dim: #7070a0 → #9898bc (much more readable on dark bg)
- --text: #d0d0e0 → #e2e2f0 (brighter base text)
- --text-bright: #f0f0ff → #f5f5ff
- body font-size 14px → 15px
- goal-box text now --text (was --text-dim = near-invisible)
- stat-block-row text now --text (was --text-dim)
- san-note text: #ff4444 red raised to #ff7070 (readable on dark bg)
- All card body p: 14px, line-height 1.6
- mechanic/san-note/pacing-note: 12px → 13px
- ref-table: 12px → 13px, th colour --text-dim → --text
- handout terminal colour raised: #00bb88 → #00cc88
- handout content base colour raised: #c8c0a8 → #d4cbb0
- card-subtitle: 11px → 12px
- value: 13px → 14px

Touch target improvements:
- Nav buttons: min-height 52px → 64px, icon 18px → 22px
- Card headers: padding 12px → 16px, min-height 58px added
- Timer buttons: padding 12px → 16px, font 12px → 14px, min-height 54px
- Dashboard buttons: padding 14px → 18px, icon 22px → 28px, min-height 82px
- Clue items: padding 12px → 16px, check 24px → 32px, min-height 60px
- Stat ctrl buttons: 28×28px → 38×38px, font 14px → 18px
- Status tags: font 9px → 11px, padding 2px → 5px 10px, min-height 30px
- Act tabs: padding 6px → 10px 18px, min-height 42px
- Handout headers: padding 12px → 16px, min-height 62px
- Overlay close buttons: min-height 50px+

NPC portrait tap-to-fullscreen:
- Tap any NPC portrait to open full-screen image view
- Portrait overlay fills screen, image fills height
- Name shown in footer bar with large close button
- For showing artwork to players at the table
- portrait::after shows 'TAP TO SHOW' hint on press
2026-05-14 15:07:14 +00:00
timevans666 ea9b51a74f Event 91 Night Crawler: real NPC portrait artwork embedded
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.
2026-05-14 14:56:55 +00:00
timevans666 19e67919a5 Event 91 Night Crawler: NPC portraits added to app and art assets
- 5 ink sketch portrait SVGs embedded directly in app (no external files)
  - Sable Morn: silver hair, eyes looking past viewer, cyan jaw comms ridge
  - Damos Reth: sunken eyes, stubble, filament tracery on hands
  - Jed Osler: broad shoulders, chunky hydraulic prosthetic arm
  - Dr Yava Chen: reading glasses, filament bg, faint cyan iris tint
  - Scratch: amber optical replacement eye, reflex tap wrist interface
- Portrait CSS added to app: npc-portrait + npc-card-inner layout
- buildNPCs() updated to render portrait in card header
- Standalone art asset: scenarios/art/event-91/npc-portrait-gallery.svg
  per 91-ART-07 in artwork assets table
- App now 100KB, fully self-contained, no internet required
2026-05-14 14:28:35 +00:00
timevans666 188e0b0893 Event 91 Night Crawler: standalone GM companion app (HTML)
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
2026-05-14 13:53:11 +00:00
timevans666 f93ae95f24 Event 91 Night Crawler: full scenario build
- 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
2026-05-14 13:33:28 +00:00
timevans666 1c39117efd Update BPN player doc: SCL requirement 10+, Hammer-6 revised to SCL 9 2026-05-13 17:44:45 +00:00
timevans666 7a1309b2ce Add GM companion app: Power Failure HTML console
- Single-file HTML GM application for running Power Failure at the table
- Sections: Briefing, Scenes (tracker), NPCs (classified reveals), Clues (tracker),
  Maps (3 embedded SVG floor plans), Handouts (full-screen display), Resolution
- Entity presence tension meter (5 levels, colour-coded)
- Session timer with start/pause/reset
- GM notes panel (collapsible)
- Designed for 13-inch laptop/tablet — dark terminal aesthetic
2026-05-13 13:21:30 +00:00
timevans666 7778bb7b95 Add SLA Industries: Power Failure scenario (first scenario-library entry)
- sla-power-failure.md: full scenario file (premise, BPN brief, 6-scene structure,
  resolution options, clue table, NPC index, GM notes, adaptations)
- sla-power-failure-gm.md: GM companion with full NPC secrets, encounter pacing,
  handout text, entity guidance, and ending philosophy
- 3x SVG floor plans: ground level exterior, sub-level 1 (control/dormitories),
  sub-levels 2-3 (research wing + generator hall + rupture chamber)
- Updated scenario-library/README.md with scenario index
- Updated other-games/README.md with SLA Industries entry

System: SLA Industries 1st edition. No game stats — narrative content only.
2026-05-13 12:51:31 +00:00
timevans666 03c48d4524 Add scenario-library: personal archive structure across all game systems
- 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
2026-05-13 11:19:19 +00:00
ChaosiumCon Prep 34c38f70fc Add GM Companion document for Event 95 - A Question of Singularity (HTML, print-ready) 2026-05-12 23:07:49 +00:00
ChaosiumCon Prep 94a579cfd3 Add all 7 artworks for Event 95 - A Question of Singularity (ink sketch, 1984 Niven aesthetic) 2026-05-12 12:16:25 +00:00
ChaosiumCon Prep 26d9113931 Add complete scenario: Event 95 - A Question of Singularity (Ringworld) 2026-05-12 11:46:57 +00:00
ChaosiumCon Prep 558f5e3b7e Add GM app template, asset library with CoC 7e, BRP, Stormbringer 1e, Ringworld 1984 references 2026-05-11 21:25:16 +00:00
ChaosiumCon Prep ab40b3f8ba Finalise SCENARIO-TEMPLATE with NPCs, clue trail, mechanics, timing, and artwork rules 2026-05-11 21:18:41 +00:00
ChaosiumCon Prep 60f1565970 Update template with 3.5hr timing guide and weighted act structure 2026-05-11 21:03:41 +00:00
ChaosiumCon Prep 14015e7d6f Add master scenario template with full structure 2026-05-11 21:01:12 +00:00
ChaosiumCon Prep 3e24715af4 Add README, sync script, session-start script, and project structure 2026-05-11 20:54:12 +00:00
ChaosiumCon Prep 97ac6db386 Add scenario containers for all 7 Chaosium Con 2026 events 2026-05-11 20:36:25 +00:00
slaguru666 0e8961d987 Initial commit 2026-05-11 21:30:18 +01:00