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# /content — authored game data
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Cross-cutting authored writing. Consumed by **both** sides: the client ships fallback text and quest/story data; the api reads NPC knowledge lists to build prompts. That shared ownership is why it sits at the repo root, not inside either folder.
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Cross-cutting authored writing, split by role in the data model (see the canon
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log spec in [`/docs`](../docs)):
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```
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/quests Story skeletons and quest definitions (authored, not AI-generated — §17)
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/npcs Per-NPC knowledge lists — the entire content an NPC can draw on (§6)
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/fallback Authored degraded-DM text for every AI surface (§13)
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/world Static, ID-referenced game content. Identical every playthrough.
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/locations The map — towns, dungeons, points of interest (by id)
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/npcs Per-NPC persona + knowledge lists (charter §6)
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/quests Story skeletons and quest definitions (charter §17)
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/items Item definitions — gear, consumables, cursed items (§7)
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/origins Thin starting-state seeds. One per starting point. POC authors one.
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/fallback Authored degraded-DM text for every AI surface (charter §13)
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```
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## The three layers
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- **`world/`** is static content the origin and the canon log reference by stable
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string **id**. Authored once; the same for every play.
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- **`origins/`** are thin seeds — where the player starts, the situation, and
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disposition/quest/item/build seeds. Values, not maps. Increase replayability
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without multiplying authoring work.
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- **`fallback/`** is not world content — it is degraded-DM prose (§13), consumed
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when the API is down. It sits outside `world/` on purpose: nothing resolves an
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id against it.
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At new-game, code constructs the runtime **canon log** from a chosen origin +
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world content + character creation. See [`/docs/canon-log.md`](../docs) (spec) —
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authored via the design under [`/docs/superpowers/specs`](../docs/superpowers/specs).
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## Authoring notes
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- **NPC knowledge lists are the whole design** (§6). They are the only thing stopping the blacksmith from revealing the twist. Real authoring work — budget for it.
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- **Fallback text is content, not error handling** (§13). Written in the DM's voice, lives beside the rest of the writing. Every AI-dependent surface needs one before it ships.
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- Story skeletons are authored for now. AI-generated skeletons are v2, out of POC scope (§17).
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- **NPC knowledge lists are the whole design** (§6). The only thing stopping the
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blacksmith from revealing the twist. Real authoring work — budget for it.
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- **Fallback text is content, not error handling** (§13). Every AI-dependent
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surface needs one before it ships.
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- Story skeletons are authored for now. AI-generated skeletons are v2 (§17).
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26
content/origins/README.md
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26
content/origins/README.md
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# /content/origins — starting-state seeds
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Thin authored files, one per starting point. An origin is an **initial-state
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overlay** on the static shared world (`/content/world`): where the player begins,
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the opening situation, and seeds for dispositions, inventory, starting quest, and
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character-creation constraints. Values and id references — never maps or personas.
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At new-game the player picks an origin; code constructs the runtime canon log
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from origin + world content + character creation. See the spec in
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[`/docs/canon-log.md`](../../docs) (design under
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[`/docs/superpowers/specs`](../../docs/superpowers/specs)).
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## Scope (§17)
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Schema supports **N** origins; the POC authors **one**. One world, one map, fixed
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NPCs — origins change only the player's starting point and situation. More
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replayability, flat authoring cost.
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## Fields (summary)
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`id` · `display_name` · `description` · `start_location_id` · `situation[]` ·
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`opening_facts[]` · `disposition_overrides{}` · `inventory_grants[]` ·
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`start_quest_id` · `build_constraints{}`
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`humiliations` are never seeded — they are earned in play (§7/§9). Validated
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against `origin.schema.json`; every id must resolve in `/content/world`.
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16
content/world/README.md
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16
content/world/README.md
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# /content/world — static, ID-referenced content
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The shared world. Authored once, identical every playthrough. Everything here
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carries a stable string **id** that origins and the canon log reference. Never
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seed initial *state* here — that is an origin's job (`/content/origins`).
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```
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/locations Towns, dungeons, points of interest. id → location
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/npcs Persona + knowledge lists (charter §6). id → npc
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/quests Story skeletons and quest definitions (charter §17). id → quest
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/items Gear, consumables, cursed items (charter §7). id → item
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```
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New-game construction resolves every id an origin references (start location,
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start quest, granted items, seeded companions) against this content, and fails
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loudly if one is missing. Keep ids stable — a rename is a breaking change.
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9
content/world/items/README.md
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9
content/world/items/README.md
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# /content/world/items
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Item definitions — gear, consumables, cursed items — each with a stable **id**.
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An origin's `inventory_grants` resolves item ids here.
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Cursed/blessed items move Luck (charter §7): *a cursed blade granting +4 STR and
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−5 LCK is the most interesting item in this game.* The item system supports the
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STR/LCK split on day one. Numeric effects live in game state; only narrative-worthy
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items surface as canon-log facts.
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8
content/world/locations/README.md
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8
content/world/locations/README.md
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# /content/world/locations
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The map — towns, dungeons, points of interest, each with a stable **id**. An
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origin's `start_location_id` resolves here; the canon log's `location` mirrors
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the current one (id + display name).
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POC scope (§17): one town, one dungeon (three fights, one boss). One reusable
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world; origins vary only where the player begins within it.
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File diff suppressed because it is too large
Load Diff
263
docs/superpowers/specs/2026-07-09-canon-log-schema-design.md
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263
docs/superpowers/specs/2026-07-09-canon-log-schema-design.md
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# Canon Log Schema & Origin Seeds — Design
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**Date:** 2026-07-09
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**Status:** approved (design); implementation plan to follow
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**Charter refs:** §2 (code owns state), §7 (Luck), §9 (companions/humiliations), §11 (canon log), §14 (cost/latency), §16 (layout)
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## Problem
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The canon log (§11) is the compact structured fact list code maintains and injects
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into every AI call. It is the spine that stops the AI contradicting itself, and
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§11 warns it is "nearly impossible to retrofit." It must be designed before any
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call site depends on it.
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Concurrently, the player should be able to select one of several **starting
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origins**, each with its own starting location and situation — for replayability
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without multiplying authoring work.
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## Reframe: origin = initial-state seed over a static world
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Rather than "multiple maps," an origin is an **initial-state overlay** on a single
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shared, static world. The world (one map, its towns, their fixed NPCs and
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personalities/knowledge) is authored once. An origin only seeds *where the player
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starts and the situation they are in*. This keeps charter §17 scope intact (one
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world authored) while raising replayability (N thin origin seeds).
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Confirmed scope: **schema supports N origins; the POC authors one.** An origin
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seeds: starting location, opening situation, initial dispositions, initial
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inventory/items, initial quest/objective, and player build constraints.
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## Architecture — three layers, one direction of flow
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```
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WORLD CONTENT (static) /content/world map · npcs(+knowledge) · quests · items
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│ referenced by stable string id
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ORIGIN SEED (thin, N) /content/origins location + situation + dispo/quest/item/build seeds
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│ new-game construct (origin + world + character creation)
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CANON LOG (runtime) code-owned, saved the §11 structure, injected into every AI call
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```
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Content and seed are **immutable inputs**; the canon log is the **single mutable
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product**. Nothing writes back up. This is §2 (code owns state) made concrete.
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### The in/out boundary
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What the canon log carries vs. what it must never carry:
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| In the log (narrative context → AI) | Not in the log |
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|---|---|
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| Player name, class, **luck _descriptor_** | Numeric Luck value — §7: AI must never be able to calculate it |
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| Current location (id + name) | Numeric stats, HP/MP, combat state — combat engine owns these |
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| Party dispositions | Full inventory contents — game state; only narrative items become facts |
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| Rolling recent events (≤5) | NPC knowledge lists — §6, injected only into that NPC's call |
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| Established facts (harvested `[FACT]`) | Available moves — §6, injected only into the NPC call |
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| Active quests | |
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| Humiliations (Banter, §9) | |
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Rationale: §7 requires the player to *feel* cursed but never *calculate* it, so the
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numeric Luck physically cannot enter the AI payload — only `luck_descriptor` does.
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Keeping stats/HP/inventory out keeps the payload small (§14) and separates combat
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state from narrative context.
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## Canon log schema (runtime state)
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```json
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{
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"schema_version": 1,
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"player": {
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"name": "Aldric",
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"class_id": "sellsword",
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"luck_descriptor": "Fortune spits on you"
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},
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"location": { "id": "greywater_docks", "name": "the Greywater docks" },
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"party": [
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{ "id": "brannoc_thane", "name": "Brannoc Thane", "disposition": 40 },
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{ "id": "cadwyn_vell", "name": "Cadwyn Vell", "disposition": 15 }
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],
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"recent_events": [
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"Arrived at Greywater by barge before dawn",
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"Brannoc recognised the harbourmaster and went quiet"
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],
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"established_facts": [
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"the eastern bridge out of Greywater is washed out",
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"the harbourmaster is named Oda Fenn"
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],
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"active_quests": [
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{ "id": "find_the_ledger", "name": "The Missing Ledger",
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"status": "active", "objective": "Find who took Fenn's ledger" }
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],
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"humiliations": [
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{ "id": "h_0001", "text": "vomited on a shrine step in front of a priest",
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"weight": 7, "turn": 3 }
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]
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}
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```
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| Field | Type | Notes |
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|---|---|---|
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| `schema_version` | int | Migration handle; saved logs upgraded on load. |
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| `player.name` | string | From character creation. |
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| `player.class_id` | enum | `sellsword` \| `assassin` \| `priest` (POC, §8). Id, not display name. |
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| `player.luck_descriptor` | string | **Only** Luck representation in the log (§7). Recomputed when numeric Luck drifts. Never the number. |
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| `location` | `{id, name}` | id → world content; name → prose. |
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| `party[]` | `{id, name, disposition}` | Companions. `disposition` int −100..100 (§9). |
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| `recent_events[]` | string[] | Rolling window, **cap 5** (§11). Code writes each terse line, drops oldest. |
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| `established_facts[]` | string[] | Durable. Harvested from `[FACT: …]` (§11) + origin seed. Deduped. Uncapped. |
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| `active_quests[]` | `{id, name, status, objective}` | `status`: `active` \| `complete` \| `failed`. Definitions in world content. |
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| `humiliations[]` | `{id, text, weight, turn}` | Banter memory (§9). **Append-only, stacks.** `weight` 1–10; `turn` drives decay of reference frequency. |
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Decisions:
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- Every entity carries both `id` (code keys/validates) and `name` (prompt reads) —
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denormalized on purpose so the language model gets natural nouns and code gets
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stable keys.
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- `recent_events` cap = 5 (§11 says "3–5"; ceiling taken). Hard rolling window.
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- `established_facts` uncapped — dropping a fact reintroduces the exact
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contradiction §11 exists to prevent. If size bites (§14), fix is summarisation,
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not truncation.
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- No global `npc_dispositions`; an NPC's live disposition rides only in its
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`/npc/speak` call (§6). Add later if the Narrator needs town-wide stances.
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## Origin seed schema
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Lives in `/content/origins/<id>.json`. All heavy nouns are id references into
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world content; the origin owns only starting values.
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```json
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{
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"schema_version": 1,
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"id": "deserter",
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"display_name": "The Deserter",
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"description": "You walked away from a company that doesn't allow walking away.",
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"start_location_id": "greywater_docks",
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"situation": [
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"Arrived at Greywater by barge before dawn, hood up",
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"Down to your last coin and owed a favour you can't repay"
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],
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"opening_facts": [
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"the player deserted the Iron Kettle mercenary company",
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"a bounty notice for the player circulates in the northern towns"
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],
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"disposition_overrides": { "brannoc_thane": 40, "cadwyn_vell": 15 },
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"inventory_grants": [
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{ "item_id": "worn_shortsword", "qty": 1 },
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{ "item_id": "coin", "qty": 3 }
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],
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"start_quest_id": "find_the_ledger",
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"build_constraints": {
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"allowed_classes": ["sellsword", "assassin", "priest"],
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"luck_modifier": 0
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}
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}
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```
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| Field | Feeds | Notes |
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|---|---|---|
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| `id` / `display_name` / `description` | Origin-select screen | `description` is authored flavour shown at pick time. |
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| `start_location_id` | `location` | Must resolve to a world location, else new-game fails validation. |
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| `situation[]` | `recent_events` | Opening framing — why you're here, now. |
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| `opening_facts[]` | `established_facts` | What is already canon in this origin. |
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| `disposition_overrides{}` | `party[].disposition` (companions) / game-state NPC store (world NPCs) | Absolute starting values; omitted → world default. Companion ids land in the log; world-NPC ids land in game state and surface only at that NPC's `/npc/speak` call (§6) — the log has no global NPC-disposition field. |
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| `inventory_grants[]` | game-state inventory | Not the log — inventory is state (§2). Narrative items may also seed a fact. |
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| `start_quest_id` | `active_quests` | Nullable; resolved against world quest defs. `null` → no active quest. |
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| `build_constraints{}` | character creation | `allowed_classes` gates the picker; `luck_modifier` feeds Luck gen. Acts *before* the log exists. |
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`humiliations` is never seeded — earned in play only (§7/§9).
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## New-game construction
|
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```
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1. Player picks origin
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load /content/origins/<id>.json → validate every id resolves in world content
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2. Apply build_constraints → character creation
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class picker limited to allowed_classes
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Luck generated per §7 (5-roll average) + luck_modifier
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3. Player creates character (name, class, rolled stats + Luck)
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4. Construct initial canon log:
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player ← creation (name, class_id) + luck→descriptor
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location ← start_location_id (+ name from world)
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party ← world default roster, companion dispositions ← disposition_overrides
|
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(world-NPC dispositions from disposition_overrides → game-state NPC store, not the log)
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recent_events ← situation[]
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established_facts ← opening_facts[] (+ world always-true facts, if any)
|
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active_quests ← resolve(start_quest_id) (or [])
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humiliations ← [] (always empty)
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schema_version ← 1
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inventory_grants → applied to game-state inventory (NOT the log)
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5. Log handed to the game loop; first Narrator call fires with it.
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```
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Construction reads all three layers and writes only the log. `build_constraints`
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firing at step 2 (before the log exists at step 4) is why an origin is a distinct
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schema, not a partial canon log: Luck is rolled during creation with the origin's
|
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modifier, and only its *descriptor* reaches the log. Validation is front-loaded at
|
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step 1 — a broken origin fails at new-game, loudly, not three scenes later.
|
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## Maintenance — turn-to-turn evolution
|
||||
|
||||
Only code mutates the log. AI prose is never the source of truth (§2/§11); a
|
||||
`[FACT]` tag is a *request* to record, and code records the canonical string that
|
||||
later calls read.
|
||||
|
||||
| Trigger | Mutation | Rule |
|
||||
|---|---|---|
|
||||
| Any role emits `[FACT: …]` | Append to `established_facts` (dedup) | §11 harvest; only way facts enter. |
|
||||
| A narrative beat resolves | Append terse line to `recent_events`, drop oldest past 5 | Code writes the line, not the AI. |
|
||||
| Validated `[ADJUST_DISPOSITION: ±n]` (§6) / approval change (§9) | Update `party[].disposition`, clamp −100..100 | Only after the move passes validation; invalid dropped. |
|
||||
| Event with embarrassment weight ≥ threshold | Append `{id, text, weight, turn}` to `humiliations` | Append-only, stacks forever (§9). |
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||||
| Numeric Luck drifts (§7) | Recompute `player.luck_descriptor` | Number stays in game state; only descriptor mirrored. |
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| Quest state changes | Update `active_quests[].status` / objective | Definitions in world content; log tracks live status. |
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| Player moves | Update `location` | id + name from world content. |
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### Per-role injection
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|
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The canon log is the shared base of every call; roles add role-specific extras.
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The log never grows per-role fields.
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|
||||
| Role | Log + … |
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|---|---|
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||||
| Narrator | log only |
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||||
| NPC | log + this NPC's persona, `knowledge[]`, `available_moves[]` (§6) |
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| Improviser | log + the whitelisted event-change set (§7 validator) |
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| Banter | log, with `humiliations` as primary source (§9) |
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| Adjudicator | log + the current legal action set |
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||||
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## Storage & format
|
||||
|
||||
```
|
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/content/
|
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origins/ origin seeds (authored) + (later) validated against origin.schema.json
|
||||
world/ static, id-referenced content
|
||||
locations/ npcs/ quests/ items/
|
||||
fallback/ degraded-DM text (§13) — NOT world content, no ids resolved against it
|
||||
/docs/
|
||||
canon-log.md living contract: this schema, field tables, example
|
||||
schemas/
|
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canon-log.schema.json JSON Schema — validated on both client and api
|
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origin.schema.json JSON Schema — origin seed
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save file → serialized canon log (JSON) + game state (Luck number, inventory, stats)
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||||
```
|
||||
|
||||
- **JSON everywhere.** The log crosses the HTTP boundary to `/api` and seeds
|
||||
prompts. The client (GDScript) models it as typed objects and serialises; `/api`
|
||||
(Python) validates against the same `canon-log.schema.json`. One schema, two
|
||||
languages, no drift.
|
||||
- **The log is part of the save.** Load a save → same log → same injected context.
|
||||
Pairs with §10's per-encounter seeding: reproducible AI context, not just
|
||||
reproducible combat. §11 rejected "last N messages"; persisting the *structured
|
||||
log* keeps the anti-amnesia guarantee across save/quit.
|
||||
- **Schemas live in `/docs/schemas/`** — cross-cutting contracts both sides consume
|
||||
(§16 doc split). Prose spec beside them in `/docs/canon-log.md`.
|
||||
|
||||
## Consequences / follow-ups
|
||||
|
||||
- `fallback/` stays outside `world/` (category: authored prose, not id-referenced).
|
||||
- Implementation will create the two JSON Schemas, the construction routine, the
|
||||
maintenance hooks, and one authored POC origin + minimal world content to
|
||||
exercise new-game end-to-end.
|
||||
- Out of scope here: the AI role prompts themselves, combat state, and the save
|
||||
system's non-log portions. This spec defines the data contract they all consume.
|
||||
|
||||
## Open questions
|
||||
|
||||
None blocking. Thresholds (humiliation `weight` cutoff, Banter decay curve) are
|
||||
tuning values, deferred to implementation.
|
||||
Reference in New Issue
Block a user