feat(campaigns): separate GM truth from PC knowledge
Hidden truth lives in gm/; state/knowledge.md holds what the PC knows, believes, and suspects. Everything else in a campaign stays player-facing.
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# GM only
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Truth the PC has not learned: hidden motives, unrevealed identities, off-screen
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events, and what is really going on.
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**Not player-facing.** The player may read anything else in the campaign, so a
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secret must never be written outside `gm/`. Nothing here may appear in a session
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log or in chat until the PC observes it or is told.
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Keep `../state/knowledge.md` as the PC's counterpart: what they know, believe,
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and suspect. When the two disagree, `knowledge.md` is what the PC currently
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thinks — narrate from it, not from here.
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## Retconning
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You may change a fact here after the fact, but only in the layer the PC has not
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perceived. The test is perception: if every session-log entry and everything in
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`state/knowledge.md` still reads exactly as before, the retcon is invisible and
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allowed. What the PC saw, heard, or was told stays fixed; the cause behind it
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may change.
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Use it to repair a plot that cannot otherwise be made to work. Do not use it
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liberally, and never to dodge a consequence the fiction already earned. Record
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each one in `retcons.md`.
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# Retcons
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A log of facts changed after the fact. Each entry records what changed and why,
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so the change is not quietly contradicted later.
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A retcon is only allowed in the layer the PC has not perceived: every session
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log entry and every line of `../state/knowledge.md` must still read exactly as
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before. See `README.md`.
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| Session | What changed | Why |
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|---------|--------------|-----|
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| | | |
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