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