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claude-config/skills/rpg/references/lessons.md
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# Lessons Log
Living file. Append transferable lessons here (dated, one-line context) at the
end of any RPG work session; sync via `~/Git/claude-config/sync.sh`. Scenario-
specific facts belong in Graphiti, not here — this file is only for lessons
that will change how the *next* scenario is written.
**Promotion rule:** when a lesson gets written into a reference file or the
template, delete it from this log (git history keeps it) — otherwise this file
grows into a duplicate of the skill. Several 2026-07 entries below are already
encoded in the references; they stay as worked examples until the next pruning
pass.
## 2026-07 — AFTERIMAGE desk playtests (Blade Runner, Continuum 2026)
- **Answer the obvious professional move.** Players will always try the
competent thing (field-scan the suspect, phone ahead to a contact, run a
city-wide facial search). If the scenario's premise hinges on such a move,
write its result explicitly — ideally as a sanctioned alternate route that
rejoins the trail, never a stonewall. Improvised rulings here are the
biggest holes playtests find.
- **A player's key relationship is a loaded gun.** If a pregen's relationship
NPC guards a scenario target, decide in the text what happens when the
player leverages the relationship early. Done right it *improves* the scene
(the warned target is already spooked → better chase start).
- **Formalise staging for twin/duplicate reveals.** When two groups hold
halves of a revelation, the NPC recites aloud while the GM hands the
matching card at the same moment. Never let a player's skim carry the scene.
- **Idle pairs get jobs.** During any split set-piece, hand the sidelined
players the obstacle/bystander material to run. Formalise it in the
set-piece text.
- **Deploy pressure lines early.** The written "NPC checks a watch" beat goes
in at the *first* sign of circular debate, not at the scheduled time.
- **List the compromise endings.** Playtests and real tables invent partial
trades (wipe half the drive, surrender the copy). If a compromise is good,
it goes in the choices table — players will find it again.
- **"On schedule with zero slack" is a fail.** Strangers run slower than any
desk test. Keep pre-written cuts per act and take them early.
- **No-roll scenes need a sign.** If a beat is designed so no die roll
resolves it (a confession that stays ambiguous), say so in the text —
"no roll resolves this" — so the GM doesn't improvise one under pressure.
## 2026-07 — Day One consistency audit (BRP, real-London setting)
- **Real-city scenarios need a dedicated geography pass.** Check every compass
direction, "across the river", landmark sightline, and named route against
the actual map before calling a scenario ready — desk playtests won't catch
these, but any local player will (Day One had a hospital on the wrong bank,
a pier route through a tunnel that's past the destination, and a gatehouse
on the wrong end of the bridge).
- **Grep the cast list for surname collisions between PCs and NPCs** — an
audit's cheapest catch (Kira Osei-Mensah vs Fatima Osei), and it reliably
confuses a convention table.
- **In-fiction timestamps deserve arithmetic checks.** If the text says "two
hours before the alert", subtract the actual clock times; drafts drift as
timelines get re-plotted.
## 2026-07 — Pregen roster rebuilds
- **Audit inherited rosters against the current scenario, not just the
rules.** A mechanically-legal PC can still be skill-dead all night (a pilot
in a scenario with no vehicles). Rebuild the lane, keep the flavour, flag
the change for review.
- **Signature items with a tiny mechanic** (once/session stress heal on
interaction) reliably produce unprompted table moments; pure-flavour items
go unused and nobody minds — both outcomes are fine, so always include one.
## 2026-07 — Day One art production (mj-gen batch)
- **Midjourney silently blocks banned words even in negation.** "no visible
gore" kills the job — the grid simply never arrives and the bridge times
out. Write the positive form instead ("understated, nothing graphic").
- **Scene prompts drift photorealistic; style-lock them.** For the house ink
style, lead with "hand-drawn pen and ink illustration, NOT a photograph"
and append `--no photography, photorealism` — one dusk-boat prompt came
back as a photo without it.
- **Maps are drawn, not generated.** MJ cannot do accurate labelled
geography; a hand-styled SVG (rough displacement filter, handwriting font,
cream paper) passes visually as sketch art and stays correct. Expect two
or three label-collision passes in a browser before it's clean.
## 2026-07 — The Vain Crown build (house-system debut package)
- **A rulebook's pregens are not con pregens.** VANITY's five shipped without
Vices — the system's own core engine. When packaging an included adventure
for a slot, audit the pregens against the system's *incentive* mechanics,
not just their stat legality.
- **Debut systems need a dice primer baked into the Intro** — one staged
practice roll per player that doubles as the arrival scene, so teaching
costs zero extra minutes and the first Stumble happens somewhere safe.
- **Give the villain a countdown table.** "Where is he now" per session-clock
row makes lost time (a failed pathfinding roll) mean something concrete and
lets fast tables genuinely change the finale's staging.
- **Silence from a generation pipeline is a diagnosis, not a delay.** When a
batch goes quiet, check the actual channel/API for what the service said
before waiting again — and keep a fallback asset source (the system's own
existing art) so the package ships regardless.
## 2026-07 — Princes Bride rebuild (Dee Sanction, Continuum 2026)
- **Inherited multi-draft projects need a canon-reconciliation clause.** When
source materials disagree (two different charm-givers, two Eleanors, a
villain who is a fraud in one draft and a pragmatist in another), pick one
canon, write it as a numbered Design-Intent item ("Canon reconciled: ..."),
and list every superseded fact — otherwise the GM re-derives the
contradictions at the table.
- **Verify the system against primary sources, not inherited quick-refs.** A
project's own GM reference had an entirely different game's dice mechanic
(PbtA 2d6 for a step-die Falter system). The character sheets + publisher's
site are ground truth; the quick-ref is a hypothesis.
- **Run the set-piece on the system's own resolution mechanic.** The trial as
an open Verdict Die (the game's step-up/step-down, made visible on the
table) needed zero new rules and made evidence-presentation mechanical.
Find the system's native verb before inventing subsystems.
- **Keep good inherited sheets; add an insert layer.** When existing pregens
are printed and well-made but generic, don't rebuild — print per-agent
mission inserts (private seam + dice crib + table-name conventions) that
slip inside the sheets. Cheaper, and the sheets stay canon.
## 2026-07 — Silvery Moon rebuild (inherited-draft salvage)
- **Verify a period scenario's real-world facts, then decide: correct or
canonize.** Silvery Moon's eclipse was astronomically impossible (new moon
that night — checked against the real 1892 record). Correcting it would
have cost the climax; canonizing the wrongness AS the horror (the moon that
should not be there, proven by an almanac handout and an astronomer pregen)
turned the draft's worst error into its best clue. Always check which move
the fiction wants before reaching for the eraser.
- **Mine the draft's own margins for pregens.** The strongest pregen is often
already in the text as a named-but-unused NPC (Dr. Lyle was the draft's own
"recent collaborator"). Lift them before inventing.
- **When two source layers contradict (prose vs app data), reconcile so both
are true** — Braddock "too afraid to act" AND "cult member" became a
coerced member, which was stronger than either. Contradictions are usually
two halves of a better fact.
## 2026-07 — The Con Desk (multi-slot convention tooling)
- **A convention weekend needs ONE entry point.** When several scenarios each
have their own GM console, build a hub with the con's real schedule baked
in: live-clock "up next / live now" badges, one-tap launches, and per-slot
pack-the-bag checklists. Every console gets a ⌂ link home. The hub's
relative links mean the whole repo folder must travel to the tablet
together — say so in the README.
- **A contrarian pass earns its keep on the moves the GM prays nobody makes.**
"Cross the river NOW" and "we go back for the van" were both one-line hooks
until dice forced them; both became the best unwritten scenes. If a hook
can be driven to, it needs a written destination and its cost said aloud.
## 2026-07 — Vain Crown big-table heroes (fixed-class-list systems)
- **When the system has a closed class list, big-table pregens are variant
builds, not new classes.** Differentiate inside the class: a different
fighting style (sword-and-board Bram vs two-handed Hedda), a different
lane emphasis (stealth-killer Pinch vs thrown-blade showman Marlo), a
different creed/spell loadout (sustain Wren vs control grave-warden
Tobin). Show the audit math so the variants are provably legal.
- **Point the new Vices at the existing roster.** "A Rival — [existing PC]"
only fires at player counts where both are dealt, which big-table extras
guarantee. Doctrinal Pride vs the other cleric's creed, and a Glory-Hound
pairing, gave every added seat built-in table chemistry for free.
- **Scale the set-piece with the roster on the card.** The deal-order note
(6th/7th/8th) plus boss Grit per extra hero and mook multiplier lives ON
the GM cut-out corner of the last hero card page, not buried in the doc.
## 2026-07-27 — Post-Continuum retro: the GM used none of the apps
Actual outcome data from running the con — the strongest signal in this log.
- **The comprehensive scenario apps went unused — "too complex, the story
material too convoluted."** Five device editions were built (v1 tablet, v2
responsive, laptop, e-paper, phone story reader); none were opened while
running games. A faithful, complete render of a scenario is a *prep* artifact,
not a table tool. **Default to NOT building a content app** — a GM mid-game
will not read it.
- **At the table, concision beats completeness, every time.** What was wanted
was one focused surface with only the *live* essentials — where we are on the
clock, the next hard beat, the one secret in play, the "if late, cut this"
note — not everything that is true. Render the table surface as the smallest
useful subset of the prep doc.
- **"All the information in one place" = one surface, not six.** The multi-console,
multi-edition sprawl actively hurt; a single page was the stated preference.
- **The artifact that DID earn its place is the in-play *help* tool** (The
Director: live pacing / Director-Rail, dice rule-packs, NPC + clue safety-net)
— assistance *in the moment*, not reference to read. That is where console
engineering should go; the "a content console per scenario" instinct is
retired (see production.md).
- **Edition proliferation was pure cost.** Each edition = its own build +
container + reverse-proxy route + silent staleness liability, and most were
never used — they accreted one reasonable "make a version for X" at a time.
Before building any such variant, ask whether it will be *opened* at all;
adapt one source for presentation-only deltas, fork only for a genuinely
different content model.
## 2026-07 — RUNDOWN cardless chase system (Blade Runner, house subsystem)
- **Do the expected-value arithmetic before committing to a subsystem.** A
spec self-review pass that actually computed the dice maths caught two dead
mechanics that read fine in prose: a role structure where the pursuers' net
was ~0.00 per round (the chase could literally never end), and a support role
worth +0.24 successes when simply doubling up on the main role was worth
+0.57 — nobody would ever have picked it. Prose hides both. One script found
both in a minute.
- **A role that spends a resource needs a role that refunds it.** Four roles
only became an economy once the support role was recast from "adds successes"
to "buys off the cost the aggressive role generates". Test any new role menu
by asking what each option *trades*, not what it *does* — if two options
trade the same thing, one of them is decoration.
- **Check whether the rules you're replacing already contain the escape
hatch.** The published Blade Runner chase ships a die table as an alternative
to its own obstacle deck, so "make it cardless" was already solved in the
book. The real brief was the other four problems (idle players, no
accumulating state, generic obstacles, lookup load). Always ask what the
request is *actually* for before designing to its literal wording.
- **When a house subsystem gets a digital aid, test the aid headlessly.** A
~60-line stub-DOM harness in Node drove the real console module through every
state transition (clamping, round cap, overtime drift, undo) with no browser
and no dependencies. Worth it: two of the "failures" it surfaced were the
harness lying, which is itself the thing you want to find before a
convention floor.
## 2027-01 prep (2026-07) — continuity searches for returning NPCs
- **Grep the role, not just the name.** A returning NPC brief said "Witchfinder
Garrett". Case-insensitive greps for `garrett` and `garret` both found
nothing across every convention folder — the character is **Garratt**, from
*The Princes Bride*. One wrong consonant nearly produced a scenario that
contradicted its own prequel. Search the *role* (`witch finder`, `witchfinder`,
`inquisitor`) and read the prior scenario's **NPC roster table** before
concluding a character is new. Report "not found" as provisional, never as
fact.
- **The prequel's early-finish Tangent is the sequel's premise, already
written.** Every house scenario carries a bonus scene for tables that crack it
early. Those scenes are hooks with the cost already priced — *The Princes
Bride*'s crossroads offer (a ledger's blank column, a list of three villages,
and "teach me what the meadowsweet meant") gave the sequel its inciting
incident, its antagonist's arc, and its hardest ending, for free. **Check the
Tangent first when writing any follow-up.**
- **A sequel that reuses the prequel's pregens should be built on their
documented seams, not on the plot.** The prequel's Sanction-rhyme table
already paired the forger with the evidence-making witch finder; building the
new case so that pairing is its best scene costs nothing and is the whole
payoff for returning players. Keep the house rule intact — every seam still
needs a written alternate route so new players lose nothing but the echo.