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>
1.2 KiB
/content/origins — starting-state seeds
Thin authored files, one per starting point. An origin is an initial-state
overlay on the static shared world (/content/world): where the player begins,
the opening situation, and seeds for dispositions, inventory, starting quest, and
character-creation constraints. Values and id references — never maps or personas.
At new-game the player picks an origin; code constructs the runtime canon log
from origin + world content + character creation. See the spec in
/docs/canon-log.md (design under
/docs/superpowers/specs).
Scope (§17)
Schema supports N origins; the POC authors one. One world, one map, fixed NPCs — origins change only the player's starting point and situation. More replayability, flat authoring cost.
Fields (summary)
id · display_name · description · start_location_id · situation[] ·
opening_facts[] · disposition_overrides{} · inventory_grants[] ·
start_quest_id · build_constraints{}
humiliations are never seeded — they are earned in play (§7/§9). Validated
against origin.schema.json; every id must resolve in /content/world.