A player briefing, and the historical range
The generator was already writing the timeline, the cast and the texture and filing all of it behind the GM screen. New PLAYERS page: a read-aloud opening, what it is like there, what is known so far, who is there and what they want — but never what they lie about. Page ownership is now declared by the page rather than guessed from its index, which would have hidden any second player page. Historical range: 38 weapons (from 6) and 14 armours (from 2), each with its period stated, from arming swords and longbows through matchlocks and Brown Bess to the Lee-Enfield and a trench club. Five new skills to hang them on, including Firearm (Muzzle-loader), because a muzzle-loader is not a rifle. 275 icons; every weapon maps to a real skill and every item has art. Catalogue is 206 items across four eras. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -3973,3 +3973,50 @@ Verified in play on PLAIN HARBOUR: extraction failed at 47%, the card read *"You
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out, but not cleanly. The window has narrowed... The way home: −10% on every
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Transposition roll"*, the clock went to 1, and all four crossings took −10%. Nobody
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lost a hit point.
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## A briefing, and a millennium of ironmongery
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**The players now get a briefing, not a memo.** The generator was already writing the
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timeline, the cast and two lines of texture that are the best prose in the whole
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document — and filing every word of it behind the GM screen. A new PLAYERS page:
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- a read-aloud opening built from the classification, the place and the window;
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- **what it is like there** — the texture, with the note that none of it is in the
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file, because the file was written by somebody who was not there;
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- **what is known so far** — the timeline as a table;
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- **who is there** — the cast by name, role, and what they want from you, but never
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what they lie about, which stays on the GM page where it belongs;
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- and a short "before you go" that tells a new player the three things this game
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expects of them: sign for your kit, bring somebody who can make an arrangement,
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keep your anchor on you.
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Ownership is now **declared by the page** rather than guessed from its index — the
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old `i === 0 ? 2 : 0` would have silently hidden any second player page. Two player
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pages, four GM pages, 300 seeds checked clean.
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Two bugs in my own prose, caught by reading the output: `classification.texture` is a
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LIST and was being printed comma-joined into a sentence, and the "since then..."
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line was reaching for the last timeline entry, which is *the team crosses* — so every
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briefing ended "since then it has not stopped, and the team crosses."
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**The historical range.** The department has been running since before it had a name
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and has never thrown anything away.
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- **38 historical weapons** (from 6): arming sword, longsword, falchion, war hammer,
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mace, military flail, poleaxe, halberd, billhook, pike, quarterstaff, dirk, longbow,
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arbalest, sling, javelin, rapier, main gauche, matchlock, wheellock, blunderbuss,
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boarding pike, cavalry sabre, smallsword, cutlass, Brown Bess, Baker rifle, socket
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bayonet, Martini-Henry, Webley, Lee-Enfield, trench club — each with its period
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stated, because a GM handing out a matchlock should know it is a matchlock.
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- **14 historical armours** (from 2): gambeson, maille shirt, coat of plates, cuirass,
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full harness, buff coat, sallet and bevor, lobster-tail helmet, jack of plate,
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cuirassier armour, Brodie helmet, flak jacket. Weight is the point — full harness is
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9 AP and 25 kg, and the free-carry rule does the rest.
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- **Five new skills** to hang it on: Melee Weapon (Polearm), Melee Weapon (Flail),
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Missile Weapon (Sling), Missile Weapon (Thrown), and **Firearm (Muzzle-loader)** —
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because a muzzle-loader is not a rifle and loading it is the skill.
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- **275 icons**, all generated; every weapon maps to a real skill and every item has
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art, both checked.
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Catalogue is now **206 items**: 118 gear, 62 weapons, 25 armour, 14 vehicles — 145
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modern, 77 antique, 34 future, 19 anomalous.
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