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@@ -163,61 +163,6 @@ pass.
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(6th/7th/8th) plus boss Grit per extra hero and mook multiplier lives ON
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the GM cut-out corner of the last hero card page, not buried in the doc.
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## 2026-07-27 — Post-Continuum retro: the GM used none of the apps
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Actual outcome data from running the con — the strongest signal in this log.
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- **The comprehensive scenario apps went unused — "too complex, the story
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material too convoluted."** Five device editions were built (v1 tablet, v2
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responsive, laptop, e-paper, phone story reader); none were opened while
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running games. A faithful, complete render of a scenario is a *prep* artifact,
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not a table tool. **Default to NOT building a content app** — a GM mid-game
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will not read it.
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- **At the table, concision beats completeness, every time.** What was wanted
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was one focused surface with only the *live* essentials — where we are on the
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clock, the next hard beat, the one secret in play, the "if late, cut this"
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note — not everything that is true. Render the table surface as the smallest
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useful subset of the prep doc.
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- **"All the information in one place" = one surface, not six.** The multi-console,
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multi-edition sprawl actively hurt; a single page was the stated preference.
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- **The artifact that DID earn its place is the in-play *help* tool** (The
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Director: live pacing / Director-Rail, dice rule-packs, NPC + clue safety-net)
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— assistance *in the moment*, not reference to read. That is where console
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engineering should go; the "a content console per scenario" instinct is
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retired (see production.md).
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- **Edition proliferation was pure cost.** Each edition = its own build +
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container + reverse-proxy route + silent staleness liability, and most were
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never used — they accreted one reasonable "make a version for X" at a time.
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Before building any such variant, ask whether it will be *opened* at all;
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adapt one source for presentation-only deltas, fork only for a genuinely
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different content model.
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## 2026-07 — RUNDOWN cardless chase system (Blade Runner, house subsystem)
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- **Do the expected-value arithmetic before committing to a subsystem.** A
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spec self-review pass that actually computed the dice maths caught two dead
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mechanics that read fine in prose: a role structure where the pursuers' net
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was ~0.00 per round (the chase could literally never end), and a support role
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worth +0.24 successes when simply doubling up on the main role was worth
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+0.57 — nobody would ever have picked it. Prose hides both. One script found
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both in a minute.
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- **A role that spends a resource needs a role that refunds it.** Four roles
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only became an economy once the support role was recast from "adds successes"
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to "buys off the cost the aggressive role generates". Test any new role menu
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by asking what each option *trades*, not what it *does* — if two options
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trade the same thing, one of them is decoration.
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- **Check whether the rules you're replacing already contain the escape
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hatch.** The published Blade Runner chase ships a die table as an alternative
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to its own obstacle deck, so "make it cardless" was already solved in the
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book. The real brief was the other four problems (idle players, no
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accumulating state, generic obstacles, lookup load). Always ask what the
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request is *actually* for before designing to its literal wording.
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- **When a house subsystem gets a digital aid, test the aid headlessly.** A
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~60-line stub-DOM harness in Node drove the real console module through every
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state transition (clamping, round cap, overtime drift, undo) with no browser
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and no dependencies. Worth it: two of the "failures" it surfaced were the
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harness lying, which is itself the thing you want to find before a
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convention floor.
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## 2027-01 prep (2026-07) — continuity searches for returning NPCs
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- **Grep the role, not just the name.** A returning NPC brief said "Witchfinder
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@@ -59,34 +59,6 @@ set-piece runner (e.g. chase obstacles), PC/NPC dashboards, fullscreen props,
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autosaving state. Scenarios plug in as modules — when building a new scenario,
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add a module rather than a new app.
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**Reality check (Continuum 2026, post-con):** none of the built scenario apps
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were used at the table — "too complex, too convoluted." Two hard rules follow:
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1. **Keep it lean and single-surface.** The GM reads in 30-second glances; a
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console must show only what's needed *live* (clock, next beat, the secret in
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play), not a faithful render of the scenario. Concision is the feature. One
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surface — resist multi-tab and per-device editions (each is a build +
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deploy + staleness liability, and they went unused).
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2. **The in-play *help* tool is what earns its keep** — live pacing, dice
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rule-packs, an NPC/clue safety-net (assistance in the moment). Put console
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effort there, not into content reference the GM won't open mid-game.
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### Hosting an offline app (only if one is genuinely wanted)
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Deployed the Continuum apps to a VPS behind a Caddy reverse proxy. The gotchas
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that cost hours, so they don't again:
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- **Service-worker cache staleness** is the #1 time-sink: after any rebuild the
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old SW keeps serving the old page, so you debug code that isn't running.
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Unregister the SW, clear caches, and do a **full reload** (a hash-nav doesn't
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reload) before believing what you see.
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- **Never edit a bind-mounted Caddyfile with `mv`/`sed -i`** — it's pinned to an
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inode; the container keeps reading the old file. Append in place (`>>`), back
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up first, reload via the admin API from stdin.
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- Private repos → the VPS has no git creds; **rsync the built `dist/` + deploy
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dir**, don't clone. Each subdomain needs its own DNS A record; Caddy issues
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TLS once it resolves.
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## Print checklist (before the con)
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- Character sheets: A4 portrait, 100% scale, one page per PC + table
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