Stale Dispatch Recall / 过期派发召回
Stale Dispatch Recall is the assignable rite that tries to stop an old instruction from executing after the game state has changed.
The player is not merely sending a notification. The player chooses a recall channel, a handler, a proof of acknowledgement, and which reader or recipient is allowed to remain stale. The rite fails if a correct boundary magically updates all local instructions without cost.
Entry contract
Offer this rite only when all are true:
entry_state:
trigger_kind: state_pressure
stale_dispatch_docket_present: true
source_change_preserved: true
stale_instruction_still_actionable: true
holder_or_recipient_present_or_explicit_absence: true
stale_execution_can_change_future_route_or_reader: true
player_can_recall_or_record_default: true
no_fixed_turn_trigger: true
no_fixed_day_or_week_trigger: true
no_raw_count_trigger: trueValid sources include 过期派发案卷, a call-sheet change, cutroom boundary, redaction posture, preair containment result, availability collision result, ruling reader result, ward order, proof handoff, or equivalent stateful source.
Required assignment slots
A valid rite assignment must record:
rite: storyteller.rite.stale_dispatch_recall.v1
docket: storyteller.card.stale_dispatch_docket.v1
source_decision_or_boundary: <source id>
source_state_after: <state>
stale_instruction: <instruction id>
stale_holder_or_recipient: <recipient or explicit_absence>
selected_recall_channel: live_floor_bulletin | lawful_notice | cutroom_patch | sponsor_retraction | public_addendum | runner_relay | quarantine_order | split_recall | accept_stale_default
handler_or_explicit_absence: <handler or explicit_absence>
acknowledgement_surface_or_explicit_absence: signed_stub | checksum | voice_ack | public_line | docket_stamp | witness_receipt | route_asset_tag | explicit_absence
reader_to_protect: <reader id>
reader_left_stale_or_explicit_absence: <reader id or explicit_absence>
accepted_cost: <cost id>
future_reader_or_route_effect: <effect id>The rite fails if it resolves with a generic notify everyone, fix call sheet, tell legal, or send memo option that lacks recipient, acknowledgement, cost, and future effect.
Branch families
Live-floor bulletin
The player recalls old floor instructions through a call-sheet bulletin or corridor captain.
Expected result: wrong body, wrong proof, or wrong cue risk falls; schedule pressure, crew load, or public confusion rises; the future reader accepts only if the bulletin acknowledgement is present.
Cutroom patch
The player updates edit marks, checksum tags, scratch-cut labels, or blackout delay masks.
Expected result: final-air integrity or continuity improves; edit debt, source ambiguity, or future raw-proof cost rises; stale cuts cannot be consumed as clean final air.
Lawful notice
The player serves an inspector, archive, ward, or lawful carrier with a scoped recall.
Expected result: admissibility or custody clarity improves; inspection heat, bureau debt, or public delay rises; public readers may still require addendum.
Sponsor retraction
The player retracts old sponsor copy or binds it as sponsor-only.
Expected result: private capture or false promise may fall; sponsor pressure, contract capture, public distrust, or retaliation rises; future public routes demand correction.
Public addendum
The player admits that public-facing instructions changed.
Expected result: public legitimacy or fan trust improves; panic, witness exposure, sponsor heat, or inspection heat rises; lawful route still needs proof bridge.
Runner relay
The player sends a low-rank carrier, route asset, or corridor runner to recover an old note or tag.
Expected result: local stale execution risk falls; runner risk, payroll leak, favor debt, or custody noise rises; failure can create hostile witness or misdelivery.
Split recall
The player recalls one recipient family and scopes another as stale, delayed, or recovery-only.
Expected result: one reader can proceed; contradiction pressure may fall; source ambiguity, handler burden, correction pressure, or future recovery cost rises.
Quarantine or accept stale default
The player cannot prove the recall, cannot reach the holder, or intentionally lets the old instruction execute.
Expected result: an event equivalent to stale_dispatch_execution is armed or fired; future route access becomes blocked, captured, costlier, or recovery-only.
Counter contract
Every branch must mutate at least three surfaces:
counter_contract:
relief_min: 1
cost_min: 1
future_reader_or_route_effect_min: 1Valid relief includes stale_dispatch_risk_down, false_execution_blocked, custody_clarity_up, final_air_integrity_up, reader_acceptance_scoped, and route_asset_misdelivery_blocked.
Valid cost includes schedule_pressure_up, handler_burden_up, proof_burden_up, public_confusion_up, edit_debt_up, inspection_heat_up, sponsor_stop_loss_pressure_up, contract_capture_up, runner_risk_up, and crew_load_up.
Valid future effects include accepts_with_acknowledgement, requires_public_addendum, requires_lawful_bridge, route_blocked_until_recall, route_asset_narrowed, captured_by_stale_instruction, and recovery_only.
Default rule
The rite must arm or emit a durable default when:
- the holder is hidden;
- the acknowledgement surface is blank rather than explicit absence;
- one reader cites the old instruction as current;
- a live-floor or cutroom recipient executes the old cue;
- sponsor copy remains public promise;
- a ward, artist, witness, or route asset is moved under the old order;
- the player chooses to let the stale instruction execute.
Non-goals
- Not a free global update action.
- Not a generic communications task.
- Not valid from a fixed turn/day/week trigger.
- Not a replacement for claimant briefing order, ruling reader collision, or enforcement load.
- Not satisfied unless the old instruction either gets acknowledged or executes with a durable scar.