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slaguru666andClaude Opus 5 bd1b6e71f2 STANDING ORDER v0.3: desk playtest 2, Act Three stress
The house cadence's second pass is a stress re-run of the weakest act. Pass 1
resolved Act Three in eight minutes of fifty and left three of its four branches
untested, so this forces each in turn on seed 8143 — and runs the three creature
encounters through tools/playthrough.mjs, the same runFight the lethality and
focus baselines come from, against this scenario's own declared six rather than
the frozen four.

THE THREE DOSSIER SCENES CHANGED NOTHING. The party assembled one item of three
and rolled 62 against 63 — exactly the roll they would have made with all three,
because Borrowed Authority says items improve the credential and never the roll.
Correct as a rule, catastrophic as staging: the act's best three scenes had no
effect any player could see, and pass 1 could not find it because there the
amendment failed and the question never arose. The items now buy scope instead.
Same roll, three different worlds: a narrow amendment that stops the ash and
leaves the site sealed, a lifted seal, or records above ground for the sixty-one
so Kit Marlow can leave.

ALL THREE CREATURES ARE INVISIBLE TO THE DICE. STERILISATION ORDER, THE
CORRECTION and ENUMERATED are all classified outOfCombat in powers.mjs, so every
measured number is a measurement of the creature's arms and legs and of nothing
that makes it frightening. That is correct bookkeeping, not a defect in the
guard, and it means the GM's text carries the whole threat at the climax. It
did not. The overwriter now comes with four printed corrections specific to this
case, and with the fact that force does not work: measured, one of them cannot
meaningfully hurt anybody and five grind for forty rounds finishing nothing, so
the end of the world was landing as an inconclusive scuffle.

EXPOSURE wiped all six in fifteen rounds with five dead, without the
sterilisation blast firing at all. The warning was right and understated. It now
prints the six-round countdown that lived only in the bestiary entry, the
argue-down as a named Borrowed Authority stretch, and what a failure costs —
five rounds reaches the adit and does not reach the crèche.

The best ending was three sentences, less than the failure branch beneath it,
and now plays out properly: the tannoy, nobody cheering, Pennyfeather filing it,
and Joan sweeping a yard that stays swept.

The four-player cut was one sentence from disaster. Science (Biology) and
Medicine are the only skills that vanish with Okonkwo and Nkemdirim, the cut
note happened to reassign exactly those two clues, and check-rollable never saw
any of it because the cast declaration names six and the cut is prose. Both
clues are now written on Knowledge and Insight for every table size, so nothing
load-bearing depends on an unguarded sentence.

All twenty-one guards pass, and the document has entered check-figures' strict
regime now that it carries citations.

Still untested: ending 1, and with it Pennyfeather speaking the cost and the pen
held above the paper — pass 1's two headline fixes. Pass 3 is the player chair,
contrarian, and should cancel.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 22:31:06 +01:00

11 KiB

STANDING ORDER — desk playtest 2 (Act Three stress, forced branches)

Scenario version: v0.2, after playtest 1's fix list Date: 15 September 2026 Method: the house cadence's second pass — a stress re-run of the weakest act. Playtest 1 resolved Act Three in eight minutes of fifty and left three of its four branches untested, so this pass forces each one in turn rather than playing a session. Rolls from the seeded roller (mulberry32, seed 8143, consumed in printed order). The three creature encounters are not narrated from imagination — they are run through tools/playthrough.mjs, the same runFight the lethality and focus baselines are recorded from, against this scenario's own declared six.

Roll tape (seed 8143, in order): 14 · 94 · 88 · 62 · 87 · 97 · 1 · 67 · 64 · 72 · 60 · 17 · 33 · 42 · 27 · 93 · 81 · 14 · 21 · 10 · 88 · 96 · 37 · 56 · 12 · 69

Verdict up front: the v0.2 fixes hold, and the act has a worse problem underneath them. The three dossier scenes have no mechanical effect on anything, the best ending is three sentences long, and every one of the three creatures' powers is invisible to the dice — so at the climax the scenario's whole threat rests on text that is not yet written.


The thing this pass exists to say

All three creatures carry their entire threat in a power classified outOfCombat in tools/powers.mjs:

Creature Power Classified In the fight harness?
Quarantine unit STERILISATION ORDER outOfCombat No
The overwriter THE CORRECTION outOfCombat No
The census ENUMERATED outOfCombat No

So every measured number below is a measurement of the creature's arms and legs, and of nothing that makes it frightening. check-powers records fourteen powers as beyond the harness with a reason and these are three of them; that is correct bookkeeping and it is not a defect in the guard. It is a fact about what the numbers mean, and this document is the first place in the scenario's life where it matters.

⚠ Consequence: the GM's text has to carry the whole threat at the climax, and right now it does not. Act Three tells the GM what the overwriter is and never once tells them what it should actually correct.


Branch A — ending 3 succeeds (the ending the document calls the best one)

Forced by having the party attempt all three dossier scenes.

# Beat Roll vs Result
1 Bhattacharya, Research, Marlow's memo 14 63 success (special by one)
2 Bhattacharya, Knowledge, the 1962 survey 94 63 fail
3 Renshaw, Persuade, Pennyfeather's signature 88 63 fail
4 Bhattacharya, Anomaly Lore, the amendment 62 63 SUCCESS, by one

⚠⚠ A1. THE THREE DOSSIER SCENES CHANGED NOTHING. The party assembled one item of three and the amendment roll was 62 against 63 — exactly the roll they would have made with all three, or with none. Borrowed Authority says items make the credential better and never make the roll easier, which is correct as a rule and catastrophic as staging: the scenario spends its best three scenes on something that, as written, has no readable effect on any outcome the players can see.

This is the act's real defect and playtest 1 could not see it, because there the amendment failed and the question never arose.

Fix direction: Act Three must say what a better credential buys in this case. The honest answer is in the rules already — scope and Trust, not the roll. Concretely: with one item the amendment is granted but narrow (Bellhouse keeps running and the ash stops, but the site stays sealed and nobody ever comes up); with two, the seal lifts; with three, the sixty-one get records above ground and Kit Marlow can leave. Same roll, three different worlds. That makes the dossier scenes matter without touching the rule.

⚠ A2. The best ending is three sentences long. "The order stands, amended. Nobody dies. The ash stops by the weekend." The failure branch beneath it has four paragraphs and a creature. The table that earns the good ending gets less scenario than the table that does not, and I had nothing to read them.

✅ A3. The v0.2 "pen above the paper" pause was not reached — it only fires on a failed amendment. Still untested. Playtest 3 should force it.


Branch B — ending 2, let it renew

Forced by having nobody intervene. Sowerby signs; the overwriter arrives.

Run through playthrough.mjs — --creature the_overwriter --count 5 --party holloway,kowalczyk,renshaw,bhattacharya,nkemdirim,okonkwo --seed 8143:

40 rounds · neither side finished it · 5 of 6 down · 2 dead

And solo against the frozen four, the recorded baseline is a wipe rate of 0% over 6 rounds, with 0.25 of four down.

⚠⚠ B1. The end of the world is a forty-round stalemate. One overwriter cannot meaningfully hurt anybody; five of them grind for forty rounds and finish nothing. Either way the table experiences the apocalypse as an inconclusive scuffle with a thing that will not die — and because THE CORRECTION is out of the harness, none of what makes it terrible happened at all.

⚠⚠ B2. Act Three never tells the GM what to correct. The power is "once a round it corrects one FACT the party is relying on… retroactive and true". That is a magnificent mechanic and the scenario hands the GM an empty box at the exact moment they are busiest. Fix: print four corrections, in order, specific to this case — the adit is not where they left it; the warrant card names somebody else; Joan Wetherlaw has always lived alone and there was never a dog; Bellhouse has always had two hundred and thirty-two people in it, and one of them is wearing your coat.

⚠ B3. Ending 2 should probably not be a fight at all. The text already says it "is not trying to fight anybody. It is doing the filing." The measured numbers say the fight is unwinnable and unlosable, which is the worst of both. Say plainly that the party cannot stop this by force, and that shooting it only slows the corrections by 10% a body.


Branch C — EXPOSURE, the quarantine unit

Forced by having an agent call the incident in as a containment failure.

Run through playthrough.mjs — same party, --creature quarantine_unit --seed 8143:

PARTY WIPED in 15 rounds · 6 of 6 down · 5 dead

The recorded baseline against the frozen four is a wipe rate of 87.4%, with 3.69 of four down in 7 rounds.

✅ C1. EXPOSURE's warning is correct and if anything understated. Six agents, not four, and it still wiped them — and the sterilisation blast never fired, because it is out of the harness. The real encounter is worse than the number.

⚠ C2. The argue-down has no printed target. The text says it "can be argued down with a higher authorisation — which is another Borrowed Authority problem, and the same credential from ending 3 answers it." It does not say which skill, against what, or what happens on a failure. I rolled Bhattacharya's Anomaly Lore 63 for it: 87, fail — and then had nothing. Fix: print it as a stretch with the credential, and print the failure: the countdown continues and they have five rounds to leave.

⚠ C3. The six-round countdown is not in the scenario text. It is in the bestiary entry and a GM who has not read that entry will not run the clock, which is the only thing that makes the encounter survivable. Print it in EXPOSURE.


Branch D — the four-player cut

The scenario says: "At four players, cut Okonkwo and Nkemdirim; move the ash to Bhattacharya's Knowledge and the dog to Renshaw's Insight."

Audited against the four sheets that remain:

Skill Best at four
Science (Biology) nobody at all
Medicine nobody at all
Insight Renshaw 63
Research / Knowledge / Anomaly Lore Bhattacharya 63
Repair (Electronics / Mechanical), Engineering Kowalczyk 58
Navigate / Stealth / Athletics Holloway 63
Spot Holloway 40

✅ D1. The reassignment is correct and it is load-bearing. Science (Biology) and Medicine are the only two skills that vanish at four, and they are exactly the two the cut note reassigns — clue 1 to Knowledge 63 and clue 3 to Insight 63. Both land.

⚠⚠ D2. No guard checks the four-player cut, and it is one sentence from disaster. check-rollable holds the document to its <!-- cast: --> declaration, which names six. The cut is prose. If anybody ever edits that sentence, or adds a Medicine call to Act One, four-player tables lose two Act One clues and every guard stays green. This is the same defect class as playtest 1's circular fallback: a real dependency that nothing mechanical is watching.

Fix direction: either declare the cut as a second cast marker if the guard supports more than one, or — cheaper and certain — stop calling for Science (Biology) and Medicine at all and write clues 1 and 3 on Knowledge and Insight for every table size. The flavour does not change; Nkemdirim still reads the tissue, he just reads it with Insight.


Fix list

P1 — must fix before pass 3

  1. A1 · Make the dossier items buy something visible. Same roll, three different worlds: narrow amendment at one item, the seal lifts at two, the sixty-one get records above ground at three. Goes in Act Three, ending 3.
  2. B2 · Print four specific corrections for the overwriter. The GM cannot improvise a retroactive fact-edit at the climax. Goes in Act Three, ending 2.
  3. C2/C3 · Finish EXPOSURE. Print the six-round countdown, the argue-down as a named Borrowed Authority stretch, and what a failed argue-down costs.

P2

  1. A2 · Write the good ending properly. It is currently three sentences and it is what the scenario is for.
  2. D2 · Take Science (Biology) and Medicine out of the scenario entirely and write clues 1 and 3 on Knowledge and Insight, so the four-player cut stops depending on one unguarded sentence.
  3. B3 · Say the overwriter cannot be stopped by force, and that each body destroyed slows the corrections by 10%.

P3

  1. A3 · The pen-above-the-paper pause is still untested. Force a failed amendment in pass 3.
  2. Pennyfeather's spoken cost in ending 1 is also still untested — this pass reached ending 3 and ending 2, never ending 1. Pass 3 should be the player chair, contrarian, and should cancel.

What this pass did not test

  • Ending 1, and therefore both of playtest 1's headline fixes: Pennyfeather saying the number out loud, and the pen held above the paper.
  • A full session end to end. This was a branch stress, not a run; it says nothing new about the clock.
  • The census in play — measured harmless in a fight (0.1% wipe) and its real power is out of the harness like the other two.