09dd58bff02fe47493fdb8c863aba92b57100ff6
Playtest 3 put four players (Codex) through a generated delve with only the player-facing text. Verdict: "a list of room-prompts, not a place", which "expects the GM to invent too much of the actual game". It localised that to one thing — decisions had a cue and a cost but no resolution. Every decision now carries: an attempt roll, an explicit success outcome, an explicit failure outcome, and an always-available alternative. 48 blocks across 8 motifs. The alternative is not optional: playtest 1 died on a gate the table could fail without knowing, and the sharpest complaint this time was a door whose only options were "guess blind and bleed Banes" or "pay time". Features are now motif-scoped too, so all three furniture pools belong to the fiction rather than a global list. 136 authored entries per theme. Three new invariants make the failure modes unauthorable: every decision has a resolution, no decision gates progress without an alternative, and every rolled decision states both success and failure. Tests 16 -> 19. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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