Post-campaign record

Canonical archive · GM only

Proposal: A Narrative Production Workflow for Player Exchanges

Status: DRAFT FOR HUMAN-GM REVIEW

Scope: Content workflow for starting packets and private turn results. Visual design, PDF composition, and image production will be addressed separately.

The decision before us

Greywater Reach demonstrated that the GM process can preserve causality, privacy, uncertainty, and canonical state across simultaneous turns. Its player-facing documents were accurate and strategically useful. They were less consistently successful at making the player feel that they were living through a consequential month among particular people.

This proposal recommends adding a narrative-production layer between approved GM facts and player-facing prose. It does not replace adjudication. It gives approved outcomes an intentional dramatic expression, tests what a player can actually infer, and subjects the draft to both editorial and factual review before delivery.

The proposed default workflow is:

Approved truth → character knowledge → dramatic embodiment → narrative draft → naïve-reader test → developmental edit → factual audit → GM approval

Human GMs are invited to comment on the workflow, the proposed artifacts, the division of responsibilities, and the pilot plan before any part becomes operating procedure.

What Greywater taught us

The strongest Greywater material already contained the ingredients of good play:

  • named people with interests and authority;
  • physical evidence rather than omniscient explanations;
  • serious costs that followed established conditions;
  • player precautions that visibly mattered;
  • uncertainty that remained actionable;
  • recurring people, objects, places, and institutions.

The weakness was often translation. A vivid opening scene could give way to headings such as “People and authority,” “Food and livestock,” “Immediate pressure,” and “Opportunities and warnings.” Those categories are useful behind the GM screen, but when exposed directly they make the packet feel like a scenario briefing. They can also grant the character knowledge without establishing how the character acquired it.

Turn results had a related tendency. They often reported every approved development with equal care, repeated limits in precise negative language, and ended with an explicit task list. This made the consequences legible, but sometimes flattened the month into an operational report.

The desired change is not to hide essential information inside obscure prose. It is to let information arrive through experience: an argument, an inspection, a remembered custom, a damaged object, a witnessed count, an interested report, or an uncertain inference.

Design principles

Preserve the causal spine

Narrative work may select, stage, and express an approved outcome. It may not improve the outcome, invent a prerequisite, reveal protected information, resolve an approved uncertainty, or create new canon by implication.

Make knowledge diegetic

Every player-facing fact should have a credible source. The leader may know it because of their office, personal observation, communal memory, a named informant, a public record, a physical object, or an explicitly uncertain inference. The text should not confer clean knowledge merely because the GM has recorded it.

Reward attention without requiring divination

Every essential pressure must be clear enough to support meaningful action. Deeper opportunities, motives, and risks may be carried through corroborating clues that reward careful reading. The game should distinguish attentive interpretation from guessing what the GM secretly wants.

Show that the player's particular choices mattered

Each result should contain at least one development that could not have occurred in the same way without the player's chosen people, precautions, priorities, or leadership method. This communicates submission quality through consequences rather than grades.

Let NPCs act

Named people should not function primarily as labels for information. When they appear, they should decide, refuse, interpret, interrupt, improvise, conceal, concede, or demand something according to established motive and capacity.

Keep the document playable

Atmosphere cannot come at the expense of comprehension. The player should finish a packet knowing what seems urgent, what remains uncertain, who matters, and what kinds of action appear possible. A concise reference ending may summarize knowledge already earned through the narrative.

Proposed internal artifacts

These artifacts remain GM-only. They are production tools, not additional player documents.

1. Truth envelope

Produced from approved adjudication or approved campaign initialization:

  • facts and outcomes that are fixed;
  • costs, failures, and foregone opportunities;
  • NPC decisions, motives, knowledge, and limits;
  • player-visible discoveries;
  • uncertainties that must remain unresolved;
  • facts that must be communicated;
  • protected facts that must not be disclosed;
  • proposed details that would require GM approval before becoming canon.

The truth envelope is the contract every later role must obey.

2. Knowledge-provenance ledger

For each intended player-facing fact:

Field Question
Fact What may the player know?
Certainty Confirmed, reported, remembered, inferred, or rumored?
Source How did the leader acquire it?
Carrier Which person, object, event, or custom communicates it?
Timing When does it become knowable?
Expression How will the player encounter it in the document?
Residual uncertainty What must remain open to interpretation?

This ledger is the primary defense against unexplained or “magical” player knowledge.

3. Clue map

Important pressures, opportunities, dangers, and concealed causes receive intentional signals:

  • a primary clue that is difficult to miss but not necessarily interpreted;
  • an optional corroborating clue for attentive readers;
  • an interested NPC interpretation;
  • a competing interpretation or complicating fact where appropriate;
  • at least one plausible avenue for investigation or response;
  • the conclusion the clues must not yet prove.

Not every fact needs mystery treatment. The clue map is for situations in which discovery and interpretation are part of play.

4. Narrative brief

The brief identifies the story the document is trying to tell:

  • the player's dramatic question;
  • the dominant throughline;
  • the intended emotional movement;
  • two or three recognition beats tied to specific player choices;
  • the NPCs who exercise agency;
  • the turning point;
  • the visible price;
  • a memorable physical image;
  • the changed situation or unanswered question at the end;
  • required facts and protected facts.

5. Editorial response log

Substantive editorial notes are classified as:

  • Required: factual, privacy, continuity, causal, or epistemic defect;
  • Strong recommendation: pacing, characterization, engagement, or clarity;
  • Optional: taste-level language or structural alternative.

The author accepts or rejects each substantive note. A rejection receives a short reason. Disagreement about a required note goes to the human GM.

Workflow for starting packets

Stage 1: Construct the private scenario model

Establish the village's material position, authority structure, immediate pressure, advantage, constraint, unusual opportunity, concealed danger, active NPC agendas, customs, and genuine possible directions. This remains explicit and mechanically useful behind the screen.

Stage 2: Choose the story engine

Define the recurring tensions capable of generating play beyond the first decision:

  • What form of authority does the leader hold?
  • Who wants incompatible things from that authority?
  • What material problem resists a proclamation?
  • What opportunity carries a meaningful cost?
  • What anomaly invites investigation?
  • What relationship can change over several turns?

For an important opening, the story team may propose two or three treatments with different lenses before the GM selects one.

Stage 3: Design the leader's first-hour experience

Choose a bounded event—a morning inspection, emergency gathering, journey, hearing, failed ritual, accident, or return from danger. The opening should include:

  • a physical event already underway;
  • two or three people with incompatible aims;
  • a consequential object or environment;
  • a decision people expect from the leader;
  • an unanswered question;
  • a tonal promise for this clan's story.

Not every named contact should appear. Those who do appear should contribute action rather than biography.

Stage 4: Build knowledge provenance and clue chains

Decide how every necessary fact becomes available during or around that experience. Remove information the player does not yet need. Convert appropriate facts into inspectable uncertainty.

Dreams, memory fragments, ritual reflection, or culturally grounded altered states may communicate subjective experience where appropriate. They must not operate as supernatural truth engines in a mundane setting.

Stage 5: Draft the packet

A flexible default structure is:

  1. cold open;
  2. immediate confrontation or problem;
  3. movement through a meaningful part of the settlement;
  4. encounters that reveal resources and constraints;
  5. a remembered or witnessed event establishing authority and custom;
  6. a quieter clue, opportunity, or warning;
  7. return to the decision now demanded of the leader;
  8. compact orientation or reference material, if still needed.

The packet should invite action without naming preferred options or exposing the hidden scenario outline.

Stage 6: Run a naïve-reader test

A reviewer who sees only prior player-visible context answers:

  • What is happening now?
  • What appears urgent?
  • What resources and constraints are visible?
  • Who matters, and what do they want?
  • What opportunities or anomalies did you notice?
  • What remains uncertain?
  • What actions seem possible?
  • What tone and kind of story does this promise?

The answers are compared with the intended player experience. Missed essentials require stronger carriers or corroboration. Excessively confident reconstruction of hidden truth requires greater ambiguity.

Workflow for turn results

Stage 1: Complete simultaneous adjudication

Analyze locked submissions together, resolve intersections, obtain explicit GM adjudication approval, and create the truth envelope. Narrative drafting must not begin from provisional individual outcomes.

Stage 2: Design observable embodiment

For each material outcome, decide how it manifests in the world:

  • who acts;
  • what they want and know at that moment;
  • what triggers the action;
  • what physical or social resistance appears;
  • what the leader witnesses directly;
  • what arrives later as report, rumor, or record;
  • what visible consequence remains afterward.

Material embodiments that add new actions, incidents, or character commitments should be approved by the GM as part of adjudication or as a clearly recorded supplemental decision.

Stage 3: Build the recognition map

Map significant player choices to observable consequences. This is not a requirement that every instruction succeed or receive equal space. It ensures the result recognizes the player's actual authorship of the month.

Useful recognition beats include:

  • a precaution preventing a worse outcome;
  • a delegated person making the kind of decision they were prepared to make;
  • a neglected dependency becoming costly;
  • a leadership approach producing trust, fear, resentment, initiative, or compliance;
  • a contingency preserving part of a plan after an assumption fails;
  • an explicit refusal protecting resources or legitimacy.

Stage 4: Select one dominant story

Do not narrate every initiative with equal weight. Choose a dominant lens such as:

  • a named person's decision;
  • a project under stress;
  • a contested public choice;
  • an inspection or journey;
  • an unexpected arrival;
  • the aftermath of a failure;
  • an institution facing its first real test.

Supporting work may be compressed. Across turns and clans, rotate lenses to avoid a repeated “departmental report” rhythm.

Stage 5: Draft with a story spine

A useful default sequence is:

  1. enter at a consequential moment;
  2. establish pressure and competing interpretations;
  3. let the player's arrangements and named people operate;
  4. reach a success, failure, revelation, or reversal;
  5. show the cost and changed relationships;
  6. end on the most charged new situation.

A short closing ledger may state what is now reliably known and available for the next submission. It should summarize the experienced story rather than replace it.

Stage 6: Test, edit, and audit

Run the naïve-reader test, then developmental editing, author response, and factual audit. Present the human GM with the final draft and a compact narrative-review card before requesting delivery approval.

Proposed roles and information boundaries

These are logical roles. They may be performed by separate agents or by isolated passes with separate instructions and context.

Role Receives Produces Must not do
Adjudicator Full approved GM record and all locked submissions Truth envelope and proposed observable outcomes Draft toward a preferred story or approve canon
Narrative planner Truth envelope, relevant player-visible history, approved NPC state Knowledge ledger, clue map, narrative brief Change outcome strength or disclose protected facts
Author Approved narrative package and player-visible history Player-facing draft Consult unrelated private player material
Naïve reader Player-visible history and draft only Inference and engagement report Fill gaps from GM intent or rewrite the document
Developmental editor Draft, brief, player-visible continuity Classified editorial notes Silently change canon or become final author
Factual auditor Final draft, truth envelope, disclosure rules Pass/fail report with required corrections Optimize style at the expense of precision
Human GM All materials needed for judgment Final decisions and delivery approval Delegate final adjudication authority implicitly

Separate roles are most useful because the necessary instincts conflict. The developmental editor should pursue vitality. The factual auditor should be suspicious of every unsupported implication. The naïve reader should know less than either.

Quality gates

Before a starting packet is approved:

  • every essential fact has a credible knowledge source;
  • the immediate pressure is experienced rather than labeled as a GM category;
  • at least two meaningful courses of action are apparent;
  • named people demonstrate interests through action;
  • the packet establishes a distinct tone and social texture;
  • attentive reading offers leverage without requiring guesswork;
  • the naïve reader understands the playable situation;
  • no clue prematurely proves a concealed fact.

Before a turn result is approved:

  • all approved must-state outcomes are communicated;
  • at least one specific player choice receives observable recognition;
  • the report has a dominant throughline and a real turn;
  • important NPCs exercise credible agency;
  • success, failure, and cost are embodied rather than merely classified;
  • negative limits are not repeated more often than clarity requires;
  • the ending presents a changed situation rather than only a task list;
  • the player can accurately identify their next position;
  • privacy, uncertainty, and canonical consistency pass audit.

Proposed pilot

Do not rewrite Greywater or adopt the entire workflow as permanent policy immediately. Test it prospectively.

Pilot A: Opening packet

Create one future-campaign opening using the full process. Before approval, show the human GMs:

  • the private scenario model;
  • the knowledge ledger and clue map;
  • the narrative brief;
  • the draft;
  • the naïve-reader report;
  • the editorial response log;
  • the final audit.

Evaluate whether the added machinery improves the packet enough to justify its review cost.

Pilot B: Turn result

During the first live turn, use the full workflow for one result and a lean version for the others. The lean version retains the truth envelope, narrative brief, developmental edit, and factual audit but omits formal clue mapping unless discovery is central.

Compare:

  • GM review time;
  • number of factual corrections;
  • perceived narrative quality;
  • player comprehension;
  • player anticipation for the next turn;
  • whether different agents or passes produced genuinely different value.

Pilot C: Opening word and media allowance

Separately test the proposed ceiling of 3,000 words and up to two visual artifacts. Treat these as allowances, not targets. More space should support lived scenes and useful evidence, not longer inventories. The visual-production standard should be decided during the later presentation phase.

Questions for human-GM comment

  1. Is the separation between truth, character knowledge, dramatic embodiment, and prose the right conceptual model?
  2. Which internal artifacts are essential, and which feel like unnecessary ceremony?
  3. Should material dramatic embodiments be approved during adjudication, or through a lighter supplemental approval before drafting?
  4. How much ambiguity is desirable in an opening before it begins to feel withholding rather than intriguing?
  5. Should every result include a compact end-state ledger, or can some documents remain fully narrative?
  6. Is the naïve-reader role worth the additional pass every turn, or only for openings, finales, and unusually complex results?
  7. Should the author have final stylistic authority beneath the GM, or should a designated story editor control the final voice?
  8. What measures would convince us that the workflow improved player engagement rather than merely producing more polished prose?

Proposed decision

Approve a bounded two-part experiment: one full-process opening packet and one full-process Turn 1 result, with the remaining Turn 1 results using the lean workflow. Review the evidence after delivery before adopting, expanding, or abandoning the process.

Approval of this proposal would authorize design and testing of the workflow only. It would not approve a new campaign, publish player material, change canonical state, deliver any player document, or remove the existing GM approval gates.

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