Post-campaign record

Canonical archive · GM only

Greywater Reach — GM Operating Evidence

Evidence horizon: Campaign operations through Turn 006 closure; player debrief responses pending

Recorded elapsed workflow intervals

These are wall-clock intervals between recorded gates, not claims of continuous active labor. Long spans primarily represent human-GM review or an overnight pause.

Turn Intake lock → analysis Analysis → adjudication Adjudication → drafts Drafts → delivery approval Approval → verified delivery Delivery → closure
1 8m 10s 4m 42s 5m 11s 3m 19s 45s 6m 47s
2 6m 16s 33m 53s 2m 23s 20h 58m 1m 10s 36s
3 8m 17s 31m 19s 6m 48s 50m 02s 44s 17m 08s
4 8m 07s 10h 51m 5m 06s 3m 39s 45s 2m 28s
5 5m 12s 1h 43m 4m 30s 3m 15s 24s 7m 13s
6 6m 41s 7m 16s 2m 36s 3h 24m 1m 8m 36s

Decision burden

Turn Docket decisions Character of review
1 4 Ordinary local adjudication
2 4 Ordinary local adjudication
3 5 Local adjudication plus midpoint attractor review
4 4 Ordinary local adjudication
5 6 Four local outcomes, emergent-rule gate, attractor review
6 6 Four local outcomes, first-contact gate, final attractor review

Four ordinary turns stayed within the three-to-five target. Turns 5 and 6 exceeded it by one because each included separately controlled experiment-level questions in addition to local adjudication. Routine provenance, delivery verification, and canonical generation were not counted as substantive decisions.

Character and conflict evidence

  • Named actors repeatedly changed or constrained plans: Oren and Pell at Ridgeford; Nessa, Ilya, Beren, and Ava around Hazelstead; Rusk and the injured households at Claybank; Toren and Tovan around Merehaven.
  • Strong plans generally contained conflict through stops, records, hearings, custody rules, and review dates without erasing material scarcity, rival claims, injury, or distrust.
  • Consequences remained causally traceable: crossing maintenance, visible harvest loss, enduring disability, impaired reserve hull, deferred production, and unresolved land and inlet claims.
  • Quiet conflicts were most effective when tied to named authority and a future decision. They risked feeling overly orderly when every disagreement resolved into a bounded procedure.

Operational defects and judgment

  • No privacy leak, wrong-player result delivery, checksum mismatch, unauthorized elimination, or unauthorized victory promotion occurred.
  • A validator defect counted historical decisions against the current-turn ordinary-decision target. The narrow correction scopes the count to the current turn and is covered by automated tests.
  • Structured-state generation reduced stale-view drift but did not replace human judgment for prose disclosure, causal fairness, character motive, cross-player observability, or whether an attractor deserved promotion.
  • No player absence occurred, so the approved absence procedure and hard third-miss boundary were not exercised in live play.
  • Direct player contact remained optional and occurred only after a player deliberately funded and gated it in the finale.

Victory-attractor finding

Witnessed bounded authority became a recognizable design direction across all four communities. It did not mature into a credible victory structure: there was insufficient sustained cross-player comparison, shared dependency or conflict, and no common competitive axis. The final canonical status REVIEWED_NO_PROMOTION is supported.

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