Desk playtest 4: the clock, against v0.13's recut timings
Seed 6142, banding from rules.mjs rather than estimated, every roll logged. Run because desk pass 1's 4:25 describes a scenario that no longer exists -- Act Two was 65 minutes when that pass ran and is now 45. VERDICT: the clock holds, and for the reason it was built to. Every beat in Act Two ended on something written into the text rather than on GM judgement, which is what the recut was for and what the 65-minute version never had. The run landed at ~3:46 against 3:40, with two of three Pacing Note cuts taken and the third still in hand -- the first time this scenario has finished a pass with a cut unspent. A hostile seed, deliberately not re-rolled: two fumbles, eight failures, and the party's one reliable Act Four test missing. A clock only tested under lucky rolls is not tested, because failure is what generates table time. THREE THINGS THE DICE FOUND, none of them about minutes: - A SPECIAL FIGHTS THE REST CLOCK. Renshaw rolled 7 against 63 and the column opened up at exactly the moment the scene wanted to end. A GM who has just rewarded a good roll will not then stand the line up. The roleplay-first archetype's verdict was "I rolled a 7 and got less time", which is the only sour note in the session and a real design fault. - THE RE-CUT-THE-PEG FUMBLE HAS NO DURATION. The clause is one of the best things in the document and the text itself says a table will chase it. It added ten minutes with no guidance about what ends it. - A FUMBLED PERSUADE ON SWINBURNE HAS NO ANSWER. H01's failure case is written for a party who did not ask, not one that asked badly. Predates v0.13, and the third pass running to find the failure cases written for absence rather than for bad rolls. WHAT WORKED, WRITTEN BLIND: the unsettled countdown outcome added in v0.12 was asked for on its first ever roll -- the understudy fumbled 100 against Ashcroft's failure on the Difficult branch, so the contest came back unsettled. That is the 14.5% case, it is the aggressor-fumble the rule's author left for this document to price, and the price is right. No fix needed. Also confirmed: THE OFFER running inside the column scene costs zero wall clock, and has a side-effect worth keeping on purpose -- the aside has no audience, so Ashcroft returns to a conversation that moved on without him. Five fixes listed, none applied. npm run check: 17 guards, exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# CLEAN GROUND — desk playtest 4 (the clock)
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**Scenario version:** v0.13, at commit 00e5a99
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**Date:** 13 September 2026
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**Method:** full session, GM chair, playing the proven quartet of player archetypes.
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Seeded roller, **seed 6142**, banding taken from `rules.mjs` rather than estimated, every
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roll logged below. Earlier passes were 4271, 9314, 5580/7731. **This pass exists for one
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reason: v0.13 cut Act Two from 65 minutes to 45 and no pass had ever run against those
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timings.** Desk pass 1's 4:25 describes a scenario that no longer exists.
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**What a desk pass can and cannot settle, stated first because it governs everything
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below.** It cannot produce a wall clock. Six strangers talk at a speed no simulation
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predicts, and any minute figure here is an estimate with reasoning attached, not a
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measurement. What it *can* test is whether every scene has a **mechanism that ends it** —
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something in the text that stops the scene other than a GM deciding to move on. That is
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what v0.13 changed and that is what this pass is for.
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**Verdict: the clock holds, and it holds for the reason it was built to. Every scene in
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Act Two now ends on something written down. But the run landed at ~3:46 against a 3:40
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budget, and it found three places where a roll the dice actually produced has no answer
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in the text — one of them in Act One, which has nothing to do with the recut.**
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---
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## The rolls, in order
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```
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seed 6142
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Bhattacharya Research — the Sike Head file 94 vs 63 fail
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Braithwaite Medicine — the body 81 vs 53 fail
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Renshaw Persuade — Swinburne 100 vs 63 FUMBLE
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Pollard Spot — the stump 57 vs 58 success
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Okonkwo Spot — the treeline, crossing 54 vs 52 fail
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Ashcroft Insight — that memory is new 32 vs 63 success
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Renshaw Persuade — the column will believe 7 vs 63 special
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Braithwaite Spot — the same six at the back 32 vs 48 success
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Ashcroft Insight — it is offered, not remembered 94 vs 63 fail
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Pollard Listen — something on the flank 84 vs 55 fail
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Bhattacharya Anomaly Lore — the depot entry 98 vs 58 FUMBLE
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Renshaw Insight — Ivy on the almanac 35 vs 63 success
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Pollard Spot — the lorry, twice a week 50 vs 58 success
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Braithwaite Xenology (Baseline) — the six 47 vs 45 fail
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Okonkwo Spot — the understudy is wrong 26 vs 52 success
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Ashcroft Insight — a colleague who is not 75 vs 63 fail
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COUNTDOWN STEP 5 — opposedContestFor, the real rule
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understudy POWx5 75 rolled 100 fumble
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Ashcroft 85 -> 42 (Diff) rolled 49 failure
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→ winner none · settled FALSE · margin 0
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```
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**This is a hostile seed and that is useful.** Two fumbles, eight failures, and the party's
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one reliable Act Four test misses. A pass that only tests a clock under lucky rolls tests
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nothing: failure is what generates table time.
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---
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## Act One — Registry and the Sike Head
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**Planned 45 · ran ~50 · over by 5**
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Briefing capped at ten and the cap held without effort — Registry's other appointment is a
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clean exit and the lore-digger stopped mid-question, which is exactly what it is for.
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Then the seed took the act apart. Research fails, so the Sike Head file gives nothing.
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Medicine fails, so Braithwaite's own read of the body gives nothing. And Renshaw
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**fumbles** Persuade on Swinburne.
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- ⚠ **THE SWINBURNE FUMBLE HAS NO WRITTEN ANSWER, and H01 depends on her.** The handout's
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failure case reads: *"if nobody asks for the note, Swinburne has a photocopy of it in a
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drawer because she was not satisfied with what she was told, and she will produce it."*
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That is written for a party who **did not ask**. It is not written for a party who asked
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and was actively offensive about it. A fumbled Persuade on a grieving farmer who *"will
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not be fobbed off"* should not be answered by her helpfully producing the document
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anyway — but the text gives the GM nothing else, so the improvised ruling was to have
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her produce it and say nothing. That works and it is flat.
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- This is not a timing defect and it predates v0.13. It is the third pass in a row to
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find that the failure cases are written for *absence* rather than for *bad rolls*.
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- Timing cost: about five minutes of the table circling for another route into the body,
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which is honest play and not waste. It simply was not budgeted.
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**On the clock, Act One remains the act with no ending mechanism of its own.** It ends when
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the GM says they are at the stump. That has never caused a problem in four passes and is
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noted only for completeness.
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---
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## Act Two — Over · **the act this pass exists for**
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**Planned 45 · ran ~48 · over by 3**
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| Beat | Budget | Ran | Did it end on something written? |
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|---|---|---|---|
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| The crossing | 5 | **5** | **Yes** — the minute-five Geiger cue |
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| The column arrives | 5 | **5** | Yes — Ivy walks forward |
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| The line rests | 25 | **~28** | **Yes, and it was needed** — see below |
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| The line moves on | 10 | **10** | Yes — H03a handed over |
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### The crossing cap works, and the seed proved it the hard way
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Okonkwo's Spot on the treeline **failed**, so there was nothing to find and nothing to
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describe. Under v0.12's *"let the silence sit until a player breaks it"* that is a scene
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with no floor: nothing to see, nobody rolling, and a table that has not yet worked out it
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is allowed to speak. The minute-five Geiger cue fired and moved it. **A cap is worth most
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precisely when the dice give the GM nothing**, which is the case the old text handled
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worst.
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### THE OFFER inside the column scene costs nothing — confirmed
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Run during the rest while the other three talked to Ivy. Ashcroft's Insight to notice it is
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being offered rather than remembered **failed**, so he took it for a real memory, which the
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text says is *"worse, and is the point"* — and it was. The aside cost zero wall clock
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because the table was occupied, which is the whole of the twenty-minute saving.
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- One thing better than expected: because the rest of the table was mid-conversation, the
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aside had **no audience**, and Ashcroft's player came back into a scene that had moved on
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without him. That is thematically exact and it is an accident of the scheduling change.
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Worth keeping deliberately.
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### ⚠ The rest clock held, but a SPECIAL fights it
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Renshaw rolled a **special** on Persuade — 7 against 63 — and the column opened up
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generously. The table had more material than it could use at exactly the moment the clock
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wanted to end the scene, and the honest simulation is that they pushed: 28 minutes, not 25.
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- The text handles the *ordinary* case well. *"The old ones stand up, because they always
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do"* ends a conversation that is winding down. It does not obviously cover a conversation
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that has just become **more** productive because somebody rolled well.
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- ⚠ **A GM who has just rewarded a special by opening the column up will feel that standing
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the line up is punishing the good roll.** They will let it run, and the three minutes
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become ten.
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- The fix is not to shorten the rest. It is to say what a special *buys* — and it should
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buy something portable rather than more conversation. Ivy giving up the almanac early, or
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a name, travels into Act Three; another ten minutes of talking does not.
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### The rest of the act
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Braithwaite spotted the same six at the back. Pollard's Listen on the flank **failed**, so
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the thing keeping pace stayed unnoticed — no cost, the scenario is explicit that this is
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atmosphere and not a clue.
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**Act Two's recut is sound.** Every beat ended on something written into the text rather
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than on GM judgement, which is what it was built to do and what the 65-minute version never
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had. Three minutes over on a hostile seed with a special in the worst possible place is a
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good result.
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---
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## Act Three — There is no north
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**Planned 50 · ran ~45 · under by 5** *(with the northern-seam cut taken, −15)*
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Renshaw's Insight on Ivy and Pollard's Spot on the lorry both landed, so the loop proved
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itself cleanly and the almanac pair did its work with no help from the GM. H03b beside H03a
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remains the best thing in the scenario and needed nothing said.
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Then Bhattacharya **fumbled** Anomaly Lore on the depot entry, and the text has a clause
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for it — the agent concludes with complete confidence that the peg can simply be **re-cut**.
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- ⚠ **The fumble clause is excellent and it is a time bomb with no timing guidance.** The
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document itself says it is *"the most attractive wrong idea available, and a table will
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chase it"*. This table chased it for about ten minutes, which is the clause working as
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designed. But it sits in a 50-minute act that the Pacing Note has already cut by 15, and
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nothing tells the GM what to do when a fumble adds ten minutes back.
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- It came out even here only because the seam cut was taken. **On a table that fumbles
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this roll and has not taken the cut, Act Three runs 60.**
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- What it needs is one line saying how long to let the wrong idea live, and what ends it.
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The natural ender already exists in the text — the depot's paperwork is what proves
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cancellation is the only lever — so it is a matter of saying *let them reach the depot
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with the wrong idea, and let the document be what corrects it.*
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---
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## Act Four — One of us
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**Planned 45 · ran ~45 · on budget**
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Braithwaite's Xenology (Baseline) **failed** — the party's one reliable test, missed. This
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is the single-point-of-failure the open questions have flagged twice and it finally came up
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in play.
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- **It played better than it reads.** A party with a test that fails is not a party with no
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scene; they are a party that has to decide without one, which is the act's actual
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subject. Okonkwo's Spot landed and gave them a wrongness they could not justify, and
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Ashcroft's Insight failed, so the one person who might have named it did not.
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- No timing cost. A failed test is faster than a successful one.
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### The unsettled countdown fired on its first ever test
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Step 5, with Ashcroft on the Difficult branch because he accepted THE OFFER in Act Two:
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**the understudy rolled 100 — a fumble — against Ashcroft's failure. Neither side
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succeeded. Unsettled.**
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- **This is the 14.5% outcome, hit on the first roll it was ever asked for**, and it is the
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case that did not exist before v0.12. The read-aloud is written and it landed: the wrong
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face for a moment, then a colleague again, apologising for the interruption.
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- It is also precisely the aggressor-fumble case the rule's author raised and left to this
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document to price. **The document prices it and the price is right.** The reach fails,
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the row is spent, the clock still turns to step 6, and the party has seen the mechanism
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fail without being able to prove anything to anybody.
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- ✔ **No fix needed.** This is the one thing in this pass that was written blind and worked
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first time.
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---
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## Close — Cancellation
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**Planned 25 · ran ~28 · over by 3**
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Ivy at the stump, the question, the silence. The decision took longer than budgeted because
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Ashcroft had accepted THE OFFER and his player had to decide what to say about it, which is
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the private box doing its job at the exact moment it was built for.
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No roll resolves this and none was made. The 2 Coherence for accepting landed at the Close
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as written.
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---
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## Player-hat verdicts
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| Archetype | Verdict | Score |
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| Methodical veteran note-taker | Act Two's rest clock read as fair because it was announced. Act One's collapse under two failures and a fumble was frustrating in the way the scenario intends | 8/10 |
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| Roleplay-first talker | Had the special, had the column open up, and then the line stood up. **"I rolled a 7 and got less time."** The one sour note in the session | 6/10 |
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| Quiet rules-literate tactician | The opposed roll coming back unsettled was the best mechanical moment of the night — a rule that admits nothing happened | 9/10 |
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| Lore-digger | The re-cut-the-peg fumble gave them a theory to chase for ten minutes and the depot took it away with a document. Ideal | 9/10 |
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---
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## Timing summary
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| Act | Planned | Ran | Δ |
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| One | 45 | ~50 | **+5** |
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| Two | 45 | ~48 | **+3** |
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| Three | 50 | ~45 | −5 *(seam cut taken)* |
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| Four | 45 | ~45 | — |
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| Close | 25 | ~28 | +3 |
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| **Play** | **210** | **~216** | **+6** |
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| Break | 10 | 10 | — |
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| **Wall clock** | **3:40** | **~3:46** | **+6** |
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**Six minutes over, on a seed with two fumbles and a special in the worst place, with two
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of the three Pacing Note cuts taken.** The third cut — the column's hospitality once rather
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than twice — was held in reserve and would have covered it.
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That is the first time this scenario has finished a pass with a cut still in hand. The
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v0.13 recut did what it was for.
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**But the margin is six minutes, not twenty.** Anyone reading the Pacing Note's *"about ten
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minutes of genuine slack"* should read this table first: on a hostile seed the slack is
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four minutes and one unused cut.
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---
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## Fix list
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Numbered, prioritised, nothing rewritten here.
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1. **⚠ Say what a special on the column Persuade buys, and make it portable.** *(Act Two,
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the rest)* A special currently buys more conversation, which fights the rest clock and
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makes a good roll feel like a penalty — the one sour note in the whole pass. Write it to
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buy something that travels: Ivy gives up the almanac early, or a name from the 1962
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arrival, or the fact that six at the back do not eat. Then the line can stand up on
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schedule and the roll still paid.
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2. **⚠ Give the re-cut-the-peg fumble a duration and an ender.** *(Act Three)* The clause is
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one of the best things in the document and it adds ~10 minutes with no guidance. One
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line: let the wrong idea live until they reach the depot, and let the paperwork correct
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it. Without that, a table that fumbles here and has not taken the seam cut runs Act Three
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at 60.
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3. **⚠ Write an answer for a fumbled Persuade on Swinburne.** *(Act One)* H01's failure case
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is written for a party who did not ask, not for one that asked badly. Predates v0.13.
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Suggested shape: she does not produce the photocopy, she produces the *dog*. She takes
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them to where it died, which is better staging than the drawer and puts them at the
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stump without the note — and the note then reaches them through the coroner, late, when
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it confirms rather than reveals.
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4. **Correct the Pacing Note's slack claim.** It says about ten minutes of genuine slack.
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This pass says four minutes and one unused cut on a hostile seed. State the hostile-seed
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figure, not the friendly one — the friendly one is the number a GM will plan against and
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then miss.
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5. **Keep, deliberately, the accident in THE OFFER's new placement.** Running it inside the
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column scene means the aside has no audience and Ashcroft returns to a conversation that
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moved on without him. That was a side-effect of a timing change and it is thematically
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exact. Write it down before someone "fixes" it back.
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**Not a fix, recorded as a result:** the unsettled countdown outcome, written blind in
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v0.12, fired on its first test via an aggressor fumble and needed nothing. Leave it alone.
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