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The author wants to see everything. The player at the table should see only what the game master has shown them. Getting that wrong is not a cosmetic bug; it spoils the game. So Chronicler treats the split as a structural decision, not a runtime filter that a tired developer might forget to apply.",[49,50,52],"h2",{"id":51},"two-surfaces-and-the-player-one-cannot-leak","Two surfaces, and the player one cannot leak",[45,54,55,56,60,61,64],{},"The API is built around two first-class surfaces. The ",[57,58,59],"strong",{},"build"," surface is for authoring. The ",[57,62,63],{},"play"," surface is for the table, and it has its own DTOs. That is the important part: the player-facing shapes physically cannot contain game-master-only fields, because those fields are not in the type. Leaking secret data is not prevented by remembering to strip it. It is prevented by there being nothing to strip.",[49,66,68],{"id":67},"a-campaign-can-diverge-from-canon","A campaign can diverge from canon",[45,70,71],{},"A campaign often needs its own version of the world. The city fell in this game, but not in canon. Rather than build a second modelling axis for that, Chronicler puts a first-class campaign scope on resources. A campaign can diverge in three ways: a shadowing variant that overrides a canon resource for that campaign, a brand-new resource that exists only in the campaign, and a campaign-scoped evolution. One scope covers all three, so the divergence lives in the same model as everything else.",[49,73,75],{"id":74},"reveals-in-two-layers","Reveals, in two layers",[45,77,78],{},"A reveal is how a game master shows a resource to players, and it is deliberately two decisions, not one. The first layer is an access grant that makes the resource visible at all, hung off a campaign-scoped role. The second is a content filter that chooses which parts of it show.",[45,80,81,82,85],{},"The filter works because every revealable part of a resource is a ",[57,83,84],{},"row",": the header, each attribute, each relationship, each lore segment, a stat block, a tag. Showing part of a resource is selecting rows, never parsing content. \"Header\", \"partial\", and \"full\" are just descriptions of how many rows were granted, not a stored setting that could disagree with reality. And because the access grant is anchored to the campaign, a reveal answers only play questions in its own campaign, so it cannot bleed into canon or a sibling table.",[49,87,89],{"id":88},"where-this-connects","Where this connects",[45,91,92,93,98,99,103],{},"Reveals lean on the row model from ",[94,95,97],"a",{"href":96},"\u002Finternal\u002Farchitecture\u002Flore","Lore and authoring",", and the campaign anchor is enforced in ",[94,100,102],{"href":101},"\u002Finternal\u002Farchitecture\u002Fauthorization","Authorization",".",[105,106,109],"callout",{"title":107,"tone":108},"Read the record for the detail","note",[45,110,111,112,116],{},"This page is the guide. The full records under ",[113,114,115],"code",{},"docs\u002Fadrs"," carry the reveal data model, the campaign scoping rules, and the alternatives that were weighed and rejected.",{"title":118,"searchDepth":119,"depth":119,"links":120},"",2,[121,122,123,124],{"id":51,"depth":119,"text":52},{"id":67,"depth":119,"text":68},{"id":74,"depth":119,"text":75},{"id":88,"depth":119,"text":89},"The table side - how player-facing data is kept separate by construction, and how a campaign can diverge from canon without a second data model.","md","Architecture",{},{"title":40},"\u002Finternal\u002Farchitecture\u002Fplay",{"title":40,"description":125},null,"internal\u002Farchitecture\u002Fplay","i9s49i9KrmPxUKytpHhRex5ej9c6GPOVU8Q2GdO0A5U",{"left":4,"top":4,"width":5,"height":5,"rotate":4,"vFlip":6,"hFlip":6,"body":136},"\u003Cg fill=\"none\" stroke=\"currentColor\" stroke-linecap=\"round\" stroke-linejoin=\"round\" stroke-width=\"2\">\u003Ccircle cx=\"12\" cy=\"12\" r=\"10\"\u002F>\u003Cpath d=\"M12 16v-4m0-4h.01\"\u002F>\u003C\u002Fg>",1788784065945]