Applies desk pass 6's seven fixes. 1. EXPOSURE now measures the fight the table will have. Every row in the old table was one force fighting alone, and the six at the back are never alone — they walk inside forty-one refugees. Six hollow men wipe 0.0%; with two of the column joining, 7.8%; with three, 28.7%. Two is now the stated default, because two people out of forty-one losing their heads while their neighbours are shot is not a large number. 2. The four-player block has hollow-man rows: 0.3% at three, 58.7% at six, 99.9% with two of the column. Its only hollow-man figure before was the six-player 0.0%, so a GM running the cut was reading somebody else's table — for the encounter the party is likeliest to choose, because the six at the back are the only figures the scenario says are not people. GM ESSENTIALS item 3 carries the same correction. 3. Act Three's warning named a roll that does not exist. Its twenty-minute bomb hangs off "Anomaly Lore — what a peg is"; the depot entry is a Research roll. Pass 4's post-pass inherited the conflation from this warning and is corrected too. 4. GM ESSENTIALS states the real fumble band. fumbleStart is 101 - ceil((101-band)/20), tested before the 96-99 clause: 00 at 85, 99-00 at 63, 98-00 at 53, 97-00 at 40. Four times what "00 always fumbles" implies, in a case that rolls Spot 40 across two acts. Pass 4's correction was right at 63 by luck and would have been wrong at 53. 5. Sixth EXPOSURE lesson: a fight costs the session. Median 13 rounds on the printed row, 24 mixed, 30 at four players — sixty to ninety minutes in an act budgeted at fifty. The Pacing Note now says what to do when one starts, and not to absorb a fight and the peg fumble in the same act. 6. The fumbled Xenology is written. At 53 it fumbles on 98-00 and Braithwaite puts his name to a baseline human in front of everybody. The un-gated tell still arrives; it now costs the party its expert. 7. R-283: simulate.mjs described a mixed force as N of whichever spec came first, so six hollow men and six of the column printed as "12 x Hollow man" — two fights 88 points of wipe rate apart under one label. The composition was always right and the report was not. Uniform and --spread output are byte-identical, so nothing already published goes stale. Every figure re-run before writing rather than carried over. npm run check: 18 guards pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
18 KiB
CLEAN GROUND — desk playtest 6 (the four untested branches)
Scenario version: v0.15, at commit 8705b00
Date: 13 September 2026
Method: branch pass, not a session pass. Seeded roller, seed 3319, banding from
rules.mjs. Earlier passes were 4271, 9314, 5580/7731, 6142, 8815.
Why this pass. Five passes closed with the same four lines, unchanged each time:
Still untested after five passes: the Swinburne fumble branch, the re-cut-the-peg fumble, a failed Xenology in Act Four, and any fight at all.
Three of those are rare — a 2% band, a 2% band, a 47% miss nobody happened to roll — and waiting for a sixth honest session to walk into them is waiting for something that may never arrive. So this pass forces the trigger and then plays honestly from there: for each branch the roller draws from the seed's stream until the roll lands in the target band, and every roll downstream of it is taken as it falls. The draw counts are printed so the forcing is visible. Nothing after a forced trigger was chosen.
Every rating was read out of roster.mjs through expandFromRegister, not recalled —
the standing consequence of pass 4 typing six of sixteen from memory and pass 5 overstating
one of its own. The sheet is printed below so the next pass can check it rather than trust it.
Ashcroft anomaly_lore 63 · insight 63 · listen 63 · dodge 63 · spot 40 · research 40 POWx5 85 NO WEAPON
Bhattacharya research 63 · anomaly_lore 63 · insight 40 · spot 40 · dodge 43 POWx5 75 pistol_light
Renshaw insight 63 · persuade 63 · listen 63 · psychology 40 · spot 40 · dodge 43 POWx5 70 pistol_light
Braithwaite medicine 53 · xenology(baseline) 53 · insight 53 · research 53 · spot 35 POWx5 60 dagger
Pollard listen 53 · spot 53 · dodge 53 · brawl 53 · anomaly_lore 35 POWx5 65 cudgel
Okonkwo firearm(rifle) 53 · brawl 53 · dodge 53 · spot 35 · anomaly_lore 33 POWx5 55 rifle_med, prybar
Verdict: all four branches work as written. What this pass found is not in the branches — it is that the scenario measures a fight nobody will have, and prices no fight in minutes.
The rolls, in order
seed 3319
ACT ONE — the Swinburne fumble, FORCED
Renshaw Persuade — Swinburne 100 vs 63 FUMBLE [27 draws, band 99-100]
Braithwaite Medicine — the body 63 vs 53 failure
Bhattacharya Research — Corrigan's paperwork 85 vs 63 failure
Ashcroft Spot — the stump, walked to in silence 85 vs 40 failure
ACT TWO — the column
Renshaw Persuade — the column 78 vs 63 failure
Pollard Spot — the same six, and the same six yesterday 93 vs 53 failure
Ashcroft Insight — it is offered, not remembered 27 vs 63 SUCCESS
ACT THREE — the re-cut peg, FORCED
Bhattacharya Research — RESERVE ENTRY (NORTHERN) 27 vs 63 success
Ashcroft Anomaly Lore — what a peg is 100 vs 63 FUMBLE [103 draws, band 99-100]
hollow man swap 75 rolled 58 success vs Okonkwo 55 rolled 31 success
→ equal band, goes to the resisting side. OKONKWO HOLDS.
ACT FOUR — the Xenology that fails, FORCED
Braithwaite Xenology (Baseline) — the understudy 91 vs 53 FAILURE [2 draws]
Renshaw Insight — it is word-perfect 39 vs 63 success
Renshaw Psychology — it thinks it is the file 42 vs 40 failure
COUNTDOWN STEP 5 — Ashcroft REFUSED, so it takes the lowest POW
understudy 75 rolled 34 success
Okonkwo 55 rolled 59 failure
→ winner ACTIVE · settled TRUE · OKONKWO IS TAKEN
A hostile seed, and deliberately not re-rolled. Act One returned nothing at all: the body, the paperwork and the stump all missed, on top of a fumbled Swinburne. That is the worst opening any pass has produced and it is the right conditions for a branch test.
Two things happened here for the first time in six passes. Ashcroft refused THE OFFER — passes 4 and 5 both had him accept, and every published figure about him assumed that. And a player character was taken, which is the one Act Four outcome the text writes instructions for and no pass had reached.
The four branches, one at a time
1. The Swinburne fumble — WORKS, and the text is right to like it
She produced the dog. The walk to the stump in silence is a better Act One than the drawer and the document's claim that "the GM should not regret the fumble" survives contact.
- ⚠ But this seed found the compounding case the branch does not consider. Medicine failed, Research failed, the Spot at the stump failed. The party leaves Act One with a hostile witness, no coroner's note, no Corrigan, and nothing from the stump — and the fumble branch's compensation, "H01 still reaches them, later and from the coroner", is then the only thread out of the act. The branch is written as though it is the one thing that went wrong. It is the branch most likely to be surrounded by other failures, because a table that rolls badly rolls badly all evening.
- Not a defect in the branch. A missing sentence: when the fumble lands, the GM should pull H01's arrival forward to the break rather than leaving it floating in Act Two.
2. The re-cut peg — WORKS, and it costs exactly what the text says
Fumbled Anomaly Lore, the agent concluded with complete confidence the peg could be re-cut, and the table spent twenty minutes on it. The instruction "let them try it exactly once" is the right instruction and the silence at the end of it does teach what the text claims.
- ⚠ The warning at the top of Act Three names the wrong roll. It says the bomb fires "if
anybody fumbles Anomaly Lore on the depot entry". The depot entry is a Research
roll —
[CUS: Research — RESERVE ENTRY (NORTHERN)]. The twenty-minute branch hangs off a different beat entirely:[CUS: Anomaly Lore — what a peg is, and what losing one does]. A GM who reads the warning and watches the depot-entry roll is watching the wrong die. - This is not new. Pass 4 inherited the same confusion — its post-pass says it re-checked "98 against Anomaly Lore 63" on the depot entry, which is a roll that does not exist. The correction was right about the band and wrong about the beat, and nobody noticed because the warning it was checking against had the same error in it.
3. A failed Xenology in Act Four — WORKS, and the v0.14 fix is CONFIRMED
Braithwaite rolled 91 against 53. The tell arrived at beat 3 as written, un-gated, in front of the whole cordon, and the act had a route. This is the exact failure that killed desk pass 1, and the fix that was written for it has now been tested rather than reasoned about.
- Renshaw's Insight succeeded and the GM said the sentence out loud — you read him carefully, and there is nothing wrong with him. From the chair it lands as the thesis and not as a bug, which is what desk pass 1 doubted.
- Psychology failed, so "it thinks it is the file" surfaced in beat 3 unprompted, per the missed-case. Both of Act Four's gated lines failed in the same run and the act still worked. That is the strongest thing this pass has to say.
- ⚠ Xenology has no fumble case and its fumble band is wider than the GM thinks — see finding 4 below. At 53 it fumbles on 98–00, and the document says nothing about what a fumbled Xenology on the understudy produces. It should: the obvious wrong answer — "this is a baseline human, I am certain" — is available, useful and unwritten.
4. A fight — PLAYED, and it is the wrong fight
See the two findings below. This is where the pass earned its seed.
⚠ FINDING 1 — the fight the table produces is not the fight the document measures
The honest trigger arrived on its own: a hollow man tried the swap on Okonkwo in Act Three and failed in front of everybody. The column is present in that act. The six at the back walk with it. A party that has just watched something try to climb into a colleague is a party that shoots, and what they shoot into is forty-one refugees.
EXPOSURE measures "six hollow men" and "six of the column" as separate encounters. The table produces them added together, and the document never says what the column does when somebody fires into it.
tools/simulate.mjs, 2000 runs, seed 11, the cast of six:
| What they actually fight | Hurt | Down | Wiped | Deaths/run | Median rounds |
|---|---|---|---|---|---|
| Six hollow men, column stands off | 3.48 of 6 | 0.42 | 0.0% | 0.04 | 13 |
| + two of the column | 5.02 of 6 | 2.78 | 7.8% | 0.98 | 21 |
| + three of the column | 5.55 of 6 | 4.07 | 28.7% | 1.56 | 24 |
| + six of the column | 5.99 of 6 | 5.88 | 92.0% | 2.33 | 16 |
Two of forty-one taking a swing moves the encounter from "nobody dies" to one wipe in thirteen. Three moves it to better than one in four. The printed row is 0.0%, and the printed row assumes a crowd that stands still while its neighbours are shot.
- Stable across seeds, so this is not one cold stream: wiped at 11 / 4242 / 90210 / 8815 is 7.8 / 7.5 / 7.3 / 7.5% at two, and 28.7 / 29.1 / 27.8 / 28.5% at three.
- The document already knows the shape of this — "the curve between six and ten is almost vertical and a GM improvising bodies will cross it without noticing" — and then prints a hollow-man row that invites exactly that improvisation from the other direction.
- Fix direction: one row and one sentence in EXPOSURE. The six at the back are never fought alone, and the GM's real question is not how dangerous are they but how many of the column join in. Two is the number that matters.
⚠ FINDING 2 — at four players, six hollow men wipe 58.7%, and the only figure printed is 0.0%
This one is worse, because it is a number the document prints for a table it explicitly supports.
| Four-player cut | Hurt | Down | Wiped | Deaths/run | Median rounds |
|---|---|---|---|---|---|
| Three hollow men | 2.80 of 4 | 0.33 | 0.3% | 0.03 | 13 |
| Six hollow men, column stands off | 3.94 of 4 | 3.40 | 58.7% | 0.42 | 30 |
| + two of the column | 4.00 of 4 | 4.00 | 99.9% | 1.11 | 9 |
EXPOSURE's four-player block contains no hollow-man row at all. It lists three of the column and six of the column, and its whole purpose is to say the cut is a different game. A GM running four players looks up the hollow men, finds 0.0% wiped, and is reading the six-player table.
- Stable: 58.7 / 60.5 / 60.3 / 59.8% across the four seeds.
- The curve from three to six is near-vertical at four players — 0.3% to 58.7% — which is the same cliff the document warns about for the column between six and ten, in a place it does not warn about.
- And the hollow men are the ones the party is most likely to shoot, because they are the only figures in the valley the scenario tells the players are not people. The encounter with the lowest moral cost is the one that wipes the smaller table.
- The four-player block's own explanation applies unchanged and should be borrowed: Ashcroft carries no weapon, so the cut is three effective attackers against six.
⚠ FINDING 3 — GM ESSENTIALS understates every fumble band in the scenario
GM ESSENTIALS says: "96–99 never succeed; 00 always fumbles."
Both halves are true and together they read as a fumble is a roll of 00. The rule in
rules.mjs is fumbleStart = 101 - ceil((101 - band) / 20), tested before the 96–99
clause, so the fumble band widens as the skill falls:
| Rating | Fumbles on | Chance |
|---|---|---|
| 85 | 00 | 1% |
| 63 | 99–00 | 2% |
| 60, 53 | 98–00 | 3% |
| 40, 35, 25 | 97–00 | 4% |
At Spot 40 a fumble is four times as likely as the essentials line implies, and the cast rolls Spot 40 repeatedly through two acts. Every fumble branch this pass was written to test is commoner than the document's own rules summary suggests — which is an argument for the branches, not against them.
- Verified with
gradeRoll: 98 against 63 is a failure; 98 against 53 is a fumble; 97 against 40 is a fumble; 96 against 40 is a failure. - Pass 4's post-pass got its own case right — 98 against Anomaly Lore 63 is a plain failure —
but got it right from the 96–99 clause rather than from
fumbleStart, which is the same answer by luck. Had the rating been 53 the correction would have been wrong. - Fix direction: one clause in GM ESSENTIALS. A fumble is the top 1/20th of the failure range — 00 at high skill, 97–00 at 40 or below.
⚠ FINDING 4 — EXPOSURE prices fights in bodies and never in minutes
The whole section is built around what a fight costs, and the cost it never states is the one that ends conventions.
| Median rounds | |
|---|---|
| Six hollow men, six players (printed row) | 13 |
| Six hollow men + three of the column | 24 |
| Six hollow men, four players | 30 |
| Six of the column, six players (printed row) | 14 |
A d100 round with six agents and nine opponents is not a fast round. At three to four minutes each — an estimate, not a measurement, and it should be measured — the encounter this scenario warns about is a sixty-to-ninety minute encounter. Act Three is budgeted at fifty minutes and already carries a twenty-minute bomb.
- This pass hit both in the same act: fumbled peg plus the fight it triggered. With the northern seam cut taken the act still cannot absorb them together, and nothing in the Pacing Note contemplates a fight at all.
- EXPOSURE's five numbered lessons are all about lethality. There should be a sixth: a fight in this scenario costs the rest of the session, and that is a better reason not to have one than the wipe rate. A GM who is told the party probably survives has been told the less important half.
Minor — simulate.mjs mislabels a mixed fight
--creature a,a,a,b,b builds the right force and prints the wrong name for it. Six hollow
men and six of the column print as "12 x Hollow man", taking the first spec's name and
the total count. The composition is correct — 12 hollow men wipe 3.5% of parties and the
mixed twelve wipe 92.0%, so the two are not being confused internally — but anything
pasted out of that header into a document is false, and every figure in findings 1 and 2
came out of a run whose header lied about what was fought.
Caught only because the header was read. It is the same shape as R-278's unread parameter and R-264's summed armour: the tool was right and its report was not.
Timing
This is not a session timing pass — passes 4 and 5 measured the clock and nothing here supersedes them. These are branch costs, measured against v0.15's budgets:
| Budget | This pass | Note | |
|---|---|---|---|
| Act One, everything failed + the dog | 45 | ~40 | Fewer clues means fewer conversations, not more |
| Act Three, fumbled peg, seam cut taken | 50 | ~55 | Exactly as the warning predicts |
| Act Three with the fight | 50 | ~115 | The act cannot hold it. Nothing says so |
| Act Four, both gated lines failed | 45 | ~45 | On budget, un-gated tell carried it |
Player-hat verdicts
| Archetype | Verdict | Score |
|---|---|---|
| Methodical veteran | Act One returned nothing and the dog was still the best scene of the night | 8/10 |
| Roleplay-first talker | Walking to the stump behind a woman who will not speak to you — best silence in the case | 9/10 |
| Quiet tactician | Shot the six at the back, and would do it again. Nobody at the table knew what that cost | 4/10 |
| Lore-digger | Spent twenty minutes re-cutting a peg and learned more from it failing than from the depot | 8/10 |
Fix list
-
⚠ Measure the fight the table will actually have. (EXPOSURE) Add the mixed rows — six hollow men with two and three of the column joining, 0.0% → 7.8% → 28.7% — and say plainly that the six at the back are never fought alone and the GM's live question is how many of the column join in.
-
⚠ Give the four-player block a hollow-man row. (EXPOSURE) 58.7% wiped against the 0.0% currently printed, with the 0.3%-at-three row beside it so the cliff is visible. The encounter with the lowest moral cost is the one that wipes the cut.
-
⚠ Fix the Act Three warning's roll name. The twenty-minute bomb is on Anomaly Lore — what a peg is, not on the depot entry, which is a Research roll. Correct pass 4's post-pass in the same breath; it inherited the error.
-
⚠ State the real fumble band in GM ESSENTIALS. "00 always fumbles" reads as 1% and is 4% at Spot 40. One clause: the top twentieth of the failure range, so 97–00 at 40 or below.
-
Add the sixth EXPOSURE lesson: a fight costs the session. Median 13 rounds on the printed row, 24 mixed, 30 at four players. Price it in minutes beside the wipe rate, and put a line in the Pacing Note about what to cut when one starts.
-
Write the fumbled Xenology. At 53 it fumbles on 98–00 and the document is silent. "This is a baseline human, and I am certain" is the obvious wrong answer and it is worth more than a shrug.
-
Minor: label mixed fights in
simulate.mjs. A run ofa,a,bprints as "3 x A".
ALL SEVEN FIXES APPLIED in v0.16, including the fumbled-Xenology branch this pass
asked for and the simulate.mjs label (R-283). Pass 4's post-pass corrected in the same
commit — it inherited the misnamed roll from the scenario's own warning.
Still untested after six passes — the list is finally shorter, and honest about why: a fight that the players choose rather than one this pass reasoned them into; Act Four with a PC taken and Ashcroft having accepted, which is the pairing the countdown was written for; and the first human run, which remains the only thing that can settle whether any of this survives a table.