Applies the seven-campaign saga direction spec (021c248) to the docs it
was written to protect. No new milestone, no new content, no BOM line.
docs/roadmap.md — a "Guarded direction" section, and a ⛨ saga note on the
four milestones that would otherwise foreclose the shape:
M3 don't hardcode the title flow so a saga entry path can't be added
M4 keep construct()'s `creation` a plain Dictionary; the scene must not
become its only producer
M5 the level curve is no longer open — L20 across 7 tiers; enemy stat
blocks carry tier; no scaling multiplier, ever
M9 the save is two objects (Saga + Campaign); humiliations move to the
Saga or they die with the campaign
races-and-classes spec — the deferred "XP curve → M5" line now inherits the
ceiling rather than choosing one.
canon-roadmap — what the saga asks of content: a tier field when the
item/quest namespaces land, and a fixed-vs-variable mark on each BOM line
when the BOM is written. Tiers 2-7 and the other six kings go to the
Backlog.
Content build --check green; no generated content touched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A direction spec: one character, seven campaigns (one per demon king),
one saga — then it ends. The character, companions, deeds and level carry
between campaigns; the world does not.
Deliberately adds no milestone and no BOM line. Its real payload is a set
of guardrails on milestones that are about to be built blank and would
otherwise foreclose the shape:
- M5 owes a level curve — design it to a ceiling of 20 across 7 tiers,
with tiered enemy stat blocks and never a scaling multiplier.
- M9 owes a save format — two objects (Saga + Campaign), not one blob.
Humiliations move to the Saga or they die with the campaign.
- M3/M4 — don't foreclose a saga entry path; don't couple construct() to
the creation scene.
- Build tool — add tier:1..7 when the item/quest namespaces land.
Difficulty is fixed at world-construction time from the campaign index,
never during play. That prohibition is the whole design; a world that
re-levels with the player is a treadmill.
The canon-log contract does not change: party[].disposition,
humiliations[] and established_facts[] already exist, and player still
admits no number. The Saga becomes the source; the canon log a projection
of it. The seam is one optional fourth arg to NewGame.construct().
Greywater at tier 1 under Ghaul is, unintentionally, already campaign 1.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Content (lore, economy, items, quests, map) was untracked and unbounded.
Bound it: a second roadmap (content/roadmap.md) with Spine / Bill of
Materials / Backlog, demand-driven by the milestone that consumes it.
- Vertical slice = one town + one dungeon (adopt + deepen Greywater).
- Ghaul the Yoke is the ledger chain's patron, so the quest chain and
the cosmology are one object, not two.
- Economy splits per §18: the loop is code (M8), the numbers are content.
Currency = 1g/100s/10,000c, copper as the stored atom; lands before M7.
- Build tool needs `item` + `quest` namespaces; locations already exist.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Delete the Duncarrow scaffolding while preserving the schema/disposition-gate
infrastructure it carries: reparent rule.disposition-ladder into a new
mechanics.md, stand up a synthetic status:candidate specimen (validated but
never emitted), repoint the skill/tests/evals. Zero real game content; the
in-flight NPC redesign and the hand-authored POC seed JSON stay out of scope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Adds the FTH-axis calling mapping to the cosmology spec: Bonesetter
channels the Warden, the Bloodsworn (names the [CANON-TBD] warlock
calling) pacts one of the Seven, Hedge-Mage is a pointed outsider,
martials unaligned. Luck-immunity intent kept as flavor and flagged for
the M5/Improviser reconcile (§7-sensitive), not built here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Establishes the good-god/seven-demon-lords cosmology as the game's
overarching content theme, mapped onto the content schema as canon
entities, with the world-building skill updated to reconcile all future
authoring against it. Duncarrow scaffolding decoupled now, purged in a
follow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Lock the NPC identifier: full namespaced id (npc.mera-fenn) is canonical
everywhere — stored data, client dict key, and the /npc/speak wire. The API
load_npc changes from a filename lookup to an id-indexed load (matching the
client's ContentDB), reads persona from content/server, and resolves the
client's reveal-set fact_ids to topic bodies. Legacy Fenn keeps working; no
migration required. First task of the runtime-consumption cycle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Schema lock built bottom-up from the Duncarrow specimen (candidate-town.md):
- disposition rungs as bands over the engine integer (code owns numbers)
- town fact = engine reveal-topic (authoring layer over §6, no new runtime)
- MD bible -> build -> JSON; split by role (game vs server), secrecy as lint
- canon home: content/lore (source) -> content/world + content/server (built)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01HuHRPE7VfppUJEaoGBEUqZ
Settles the §17 class-name reconcile (charter §8 vs mock callings) in
favor of the gritty callings, and gives every race trait a concrete rule.
Feeds M4 character creation; combat ability kit deferred to M5.
- Resolution model: deterministic value vs DC, LCK selects the borderline
band (§7) — flat mods, no random d20, no advantage.
- 5 saves (LCK owns none); death saves = LCK.
- Races: features only, no stat mods; Nightsight ruling for darkvision.
- 7 callings (charter-7), 2 names [CANON-TBD]; casters=MP, martials=cooldowns.
- Flags two contract migrations for M4: canon-log gains `race`; deserter
origin's allowed_classes migrates to new calling ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Editor-first Title screen from mock: warm atmosphere (GPUParticles embers,
AnimationPlayer glow, palette-uniform shader bg), logo block, keyboard/mouse
menu (New Game -> shell, Quit works, rest inert), footer. Plus a single
/VERSION source of truth read by both the API (startup + /version) and the
client (synced into project.godot config/version, read via ProjectSettings).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Capture the direction change from M3-b: UI screens are authored editor-first
as .tscn node trees (previewable/arrangeable in the Godot editor), scripts do
on-load work only — never build the tree in _ready(). Add ADR 0001, a
"UI scene conventions" how-to in client/docs, a §16 mandate in the charter,
and mark M3-a/M3-b done in the roadmap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The exploration HUD frame: two-panel tabletop split, DM narration book
wired to the proven /dm/narrate loop (prose-only + refire), thin tested
ShellState for HUD readouts, inert system dock + command bar as faithful
placeholder. Pure-core/thin-shim per the house pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First of three M3 cycles (Theme -> shell 2a -> Title). Palette.gd consts
as the single source of truth; game_theme.tres for flat-bordered UI;
shaders for the three signature surfaces. EB Garamond replaces
proprietary Georgia. Proof is a human-eyeballed showcase harness.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The aliveness POC (M0-M2) is proven, so redefine the project as the tactical
CRPG the /mockups describe. Charter: §1 reframed (Code of Conquest / The
Margreave), §10 combat = tactical + action-economy but GRIDLESS (tokens are
flavor, no positional rules), §15 = button-driven actions + free-text NPC
dialogue (Adjudicator reshaped to the optional free-text escape hatch), §16
adopts /mockups as the UI/systems bible, §17 rewritten to the game's scope.
Two conflicts flagged not silently decided (§18): damage determinism (§7 vs
mock ranges → M5) and class names (§8 vs mock callings → M4).
Roadmap: M0-M2 kept as the built engine; M3-M9 re-sequenced around the mock
screens (Theme+shell → creation → combat → dialogue → inventory/sheet → world
systems → framing/AI-flavor/persistence). Streaming stays shelved; v2 NPC
ideas preserved, re-homed to M6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M2 (prove aliveness) build-complete + live-proven; feel confirmed in playtest.
Active build focus is now M3 (make it a game), starting with the Adjudicator.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Flip considering-state to done+merged+live-confirmed. Strike the streaming
item — the considering-state reframes the wait and is tested/live; real
streaming's transport rework + mid-stream failure surface isn't worth it for
the POC. Streaming spec retained as a record (banner SHELVED). Includes the
human's folded-in further-down roadmap ideas.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
5 TDD tasks: ConsideringPhrases (pure) + authored considering.json;
ProxyConfig.request_timeout_seconds (default 35s, reject <=0); HttpTransport
applies it (closes the infinite-hang gap); ConsideringIndicator node shim
(Timer rotates a Label); wire both harnesses around the await.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pivot M2 anti-freeze from streaming to a lighter considering-state: a rotating
in-character 'the Master considers…' indicator (authored content, §13 spirit)
on the proven non-streaming loop, plus the HttpTransport request-timeout fix so
a hung call yields to the fallback instead of spinning forever. Meets §14's
anti-freeze goal by reframing the wait; near-zero new failure surface. Streaming
design PARKED (banner + roadmap ○), revisit if playtest shows the wait hurts.
Conscious §14 deviation recorded per §18.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Real token streaming to hide the ~2s call (§14). Proxy emits its own minimal
NDJSON (delta/done/error); /dm/narrate becomes a 200 stream (422 stays sync,
model errors become an in-stream frame). Client reworks to an HTTPClient
poll-loop StreamTransport behind a testable seam; hold-back tag filter;
keep-partial mid-stream degrade; folds in the HttpTransport timeout fix.
Narrator first; NPC fast-follow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M2 core experiment. Server owns persona+knowledge (spoilers/IP, no DB);
client owns live state and computes available_moves. Free text straight
to the NPC prompt (no Adjudicator). Sibling NpcService + pure MoveValidator;
moves validated against state, invalid dropped, prose always kept (§6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First M2 vertical slice: CanonLog -> HTTP -> /dm/narrate -> prose ->
screen -> fact-harvest, with a §13 degraded-DM fallback on any failure.
Pure DmService core behind an injectable DmTransport seam (headless-
testable); throwaway harness scene; one authored fallback line under
client/content (renderer owns the file's home).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Regroup the flat status list into milestones with a 'what this proves' goal, and
tag every item with its §2 side (state/text/both), dependencies, and milestone
goal. Sequencing calls locked: M3 leads with the playable dungeon
(Adjudicator→Combat→Luck) before the comedic roles (Improviser/Banter); streaming
deferred until the M2 dialogue experiment proves aliveness.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Plan status → COMPLETE, all 8 tasks/44 steps checked. Roadmap: Narrator pipeline
✅, Client HTTP loop promoted to ▶ next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The client half of the canon log contract: typed RefCounted model with
invariants-in-the-model, Luck-centric game state, new-game construction
from origin+world+creation, turn-to-turn mutators, and a pure regex tag
extractor. Headless GUT-tested logic layer; UI/HTTP/save-load deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- canon_log.py: stringify jsonschema error-path segments before sorting so a
future schema mixing array indices and object keys can't TypeError (#1)
- main.py: RequestValidationError handler reshapes pydantic body failures into
the same {"detail": {"canon_log_errors": [...]}} envelope as schema failures,
so the client parses ONE 422 shape (#2a) + tests
- pytest.ini: filter the starlette/httpx TestClient deprecation → pristine output (#4)
- docs/canon-log.md: living contract for the client (Plan B) — schemas, the §7
boundary, the unified error envelope, per-role injection (#3)
Full suite 26 passing, 0 warnings.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Plan A of two: the JSON Schema contract, authored POC fixtures (deserter
origin + minimal world), and the api's runtime validation of every canon log
(422 on invalid, enforcing the §7 luck boundary). Five TDD tasks, all runnable
with pytest + Docker in-repo. Plan B (GDScript client construction/maintenance)
deferred until we're in Godot.
Plan: docs/superpowers/plans/2026-07-09-canon-log-contract-and-api-validation.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Design spec for the §11 canon log, plus origin seeds as thin initial-state
overlays over a single static world. Three layers (world content / origin seed /
runtime canon log), the in/out boundary (numeric Luck never enters the AI
payload, §7), field-level schemas, new-game construction order, turn-to-turn
maintenance, and JSON storage validated on both client and api.
Folds content/npcs and content/quests under content/world/; adds
content/world/{locations,items} and content/origins. fallback/ kept outside
world/ (authored prose, not id-referenced).
Spec: docs/superpowers/specs/2026-07-09-canon-log-schema-design.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>