Production Czar

So you're the Production Czar. This is what you're in for:

Starting

You should be comfortable working on Athena and doing basic LaTeX. You don't need to know advanced LaTeX, any TeX, or any Perl, though if you do you can go hacking on things to your heart's content.

Before you or your team can do anything with the Template, you need to do the basic setup. Why don't you go take care of that now and then come back here.

Some Template Foundations

Now that you're back, here's the stuff that you, as Czar, should know about the Template on general principles, and certainly to do any customization.

The LaTeX files are set up to centralize information as much as possible. Rather than having every bluesheet define exactly how it should look, there's a bluesheet.sty in LaTeX/Styles they all use (via the \usepackage{bluesheet} header). Rather than having bluesheet.sty and greensheet.sty and character.sty each define everything about their style, there's a sheets.sty they all use to define the common elements (via \RequirePackage{sheets}).

This is the general structure; as much of the common elements as possible are put into a .sty file. This is either \RequirePackage'd by other style files, or \usepackage'd by .tex files.

The second way information is centralized is that the .tex files in LaTeX/Lists define some of the properties of bluesheets, greensheets, other list-type extractables, and usually more properties of abilities, items, and other tex-type extractables: namely, a macro associated with the sheet/card, the official name, and all the information about how the sheet/card is printed. For list-type extractables (usually sheets), the latter is just the filename containing the sheet. For tex-type extractables (usually cards), it's whatever information will go on the card. The Lists/*.tex files are \input by character.sty, which defines needed associated macros so that when the character sheet lists \Banarchists, \Aforensics, etc. the official names of the sheet/ability/etc. are printed. (Some Lists/*.tex files provide some of those macros, and game.cls itself provides the fundamental \listsheet.) The packets perl script will tickle the magic in charextracts.sty (which is used by character.sty), causing it to spit out .tex files for the tex-type extractables (which packets will latex and process) and a single file listing the list-type extractables (which packets will use to decide which bluesheets etc to print for the character).

The third way information is centralized is that EVERY document in game uses LaTeX/Styles/game.cls as its base, via \documentclass{game}. While that doesn't contain any game-specific info itself (it's the Template black magic), LaTeX/Styles/custom.sty gets sucked in by it. There you define some global things that everything in the Template wants to have available, like \gamename and \gamedate, and do any other global customizations you feel like.

The fourth way information is centralized is that is that game.cls draws on LaTeX/Lists/characters.tex and LaTeX/Lists/players.tex to define character info for every character. (Since everything uses game.cls, everything uses those files as well.)

Because information (both form and content) is so centralized, when your team specifies something they should only have to do so in one place. Further, when you want to do customization and change the way things look, you should only have to change one or two files, and your changes should automatically propagate to exactly where you want them. Do make sure you check the docs when you make a change so you know what needs to be changed where, though --- and test it right away!

Finally, one Template macro you should be aware of early is \newdef; please read its entry in the glossary. Otherwise even basic parts of style files won't be clear to you, and you won't be able to explain it to the GMs (did we mention that's part of your job?).

Typical Customizations

There are all sorts of potential customizations available. Your team is unlikely to use everything available, but you'll probably want some of it, so you should browse through now enough to know what's there.

Other

Remember to read the rest of the introduction, which will tell you (among other things) about places where Template discussion happens, where you can report problems and ask questions, and (important!) where to look for updates on recent issues and their solutions.

If you're feeling like doing more hardcore Template tweaking, here's some more stuff you should look at: