SOURCE: design/next-prototype/charters/greywater-reach-v0.2/PROTOTYPE_RULES_v0.2.md
Terras Clans Prototype Rules v0.2 — Charter Candidate
Applies to: greywater-reach-01 only after explicit activation
Status: ACTIVE for greywater-reach-01
Purpose
Test whether unrestricted written leadership plans can create a fair, legible, tense, and compelling strategy game when persistent people, absence consequences, contact pacing, calibrated influence, and structured operations are handled explicitly.
Premise
Each player awakens in an unfamiliar mundane land with no memory of their former identity. They remember life in a modern society and may establish credible specific expertise through play.
Approximately 150 people accept the player as their leader. The player must learn the land, manage human loyalties, develop the community, encounter other societies, and decide what kind of order to build.
There are no supernatural powers, creatures, artifacts, or explanations.
Fixed player rules
- All players use the same turn schedule.
- One turn represents one fictional month.
- One turn is submitted each real-world week.
- A submission may contain no more than 1,500 words.
- Short submissions remain fully competitive.
- The format is unrestricted: orders, speeches, plans, narrative, dialogue, or mixtures are valid.
- Submissions and outcomes are private among the player, AI, and human GM.
- Players may attempt anything causally possible in the established world.
- Serious consequences include death or loss of control.
- The human GM has final authority.
Six-turn calendar
| Turn | Key | Display label |
|---|---|---|
| 1 | Y01-M01 | Early spring, Year 1 |
| 2 | Y01-M02 | Mid-spring, Year 1 |
| 3 | Y01-M03 | Late spring, Year 1 |
| 4 | Y01-M04 | Early summer, Year 1 |
| 5 | Y01-M05 | Midsummer, Year 1 |
| 6 | Y01-M06 | Late summer, Year 1 |
Keys are authoritative. Labels are derived.
Starting position
Each player receives:
- an opening scene;
- current calendar and weather;
- a limited local map;
- observable information about roughly 150 villagers;
- at least five named people;
- observable food, shelter, tools, health, security, and social conditions;
- one immediate pressure;
- quieter opportunities and warnings;
- no numerical resource dashboard, loyalty score, technology tree, hidden motive, or list of permitted actions.
Starting communities are differentiated but offer comparable strategic opportunity, not mirrored resources.
Submission interpretation
The adjudicator infers:
- primary and supporting intentions;
- methods and priorities;
- people, resources, time, and dependencies;
- leadership and motivation;
- personal expertise;
- assumptions, contingencies, and risks.
Mentioning extra projects does not create capacity. Personal work consumes time that cannot also be spent leading elsewhere.
Intrinsic difficulty
Difficulty is established before leadership power. It considers:
- available capabilities and expertise;
- people, resources, time, and season;
- geography and access;
- prerequisites;
- scale and novelty;
- social resistance;
- external interference;
- uncertainty and risk.
An excellent plan cannot make an impossible result routine.
Leadership dimensions
Each dimension receives a hidden integer score from 1 through 5 based on specific submission evidence:
- Direction — intended change is inferable and transmissible.
- Focus — priorities fit the month and available attention.
- Orchestration — people, time, sequence, dependencies, and responsibilities form a workable relationship.
- Grounding — the plan uses established conditions, capabilities, relationships, and knowledge.
- Mobilization — the approach credibly generates useful human commitment or action.
- Adaptability — the direction remains useful under failure, uncertainty, or subordinate choice.
Score 3 is competent evidence, not a default grade. A 5 requires exceptional, material, dimension-specific evidence and no applicable disqualifier. Task ease, difficulty, prose polish, novelty, and length do not independently raise or lower a score.
Leadership power
Normalize each score by dividing by 5.
P = 0.65 × arithmetic mean + 0.35 × minimum
| Power | Descriptive band |
|---|---|
| 0.20–0.39 | Weak |
| 0.40–0.54 | Moderate |
| 0.55–0.69 | Substantial |
| 0.70–0.92 | Strong |
| 0.93–1.00 | Exceptional |
Bands are descriptive. The continuous calibration target is:
0.10 + 0.75 × clamp((P - 0.20) / 0.80, 0, 1)
Use an ordinary ±0.10 causal uncertainty window. The GM selects the actual outcome after simultaneous interaction and character agency are resolved.
Power may affect completion, speed, efficiency, quality, durability, complication severity, internalization, or a close uncertainty only when submission evidence supports that channel.
Power may not:
- create a missing prerequisite, resource, person, route, fact, or knowledge;
- erase mandatory cost, injury, or another resolved action;
- prove a hidden fact;
- suppress autonomous character action without a causal off-ramp;
- create consent, legitimacy, alliance, victory, or survival by score alone.
Persistent characters and factions
Recurring characters have recorded roles, goals, fears, relationships, constituencies, knowledge, initiative, red lines, escalation, and unfinished consequences. Minor recurring actors use reduced records and are promoted when their authority or conflict becomes material.
Factions track membership, leaders, interests, controlled resources, legitimacy, cohesion, agenda, tactics, knowledge, and mobilization capacity.
Relationships are directional and evidence-based. Trust or resentment is not automatically reciprocal.
Character-agency pass
After all submissions are interpreted and before final outcomes:
- identify every materially affected actor and faction;
- establish decision-time knowledge;
- identify motive, trigger, opportunity, and capacity;
- determine supported independent action or restraint;
- resolve collisions in causal order;
- apply leadership only through evidenced channels;
- record behavior, observers, costs, transitions, and unresolved consequences.
No actor knows another player's submission, hidden GM reasoning, or unobserved outcome.
Dramatic pressure
Review concrete character response when play includes bereavement, accusation, confinement, scarcity, disputed authority, broken obligations, status loss, foreign threat, or threatened secrets.
There is no drama quota. A quiet significant conflict requires a GM-only causal explanation such as credible containment, shared interest, fear, custom, exhaustion, or relationship. Violence requires established support and is never added merely for excitement.
Absence and late submissions
Intake classification occurs before fiction.
A valid or GM-accepted late package resets a consecutive streak below three. A rejected late, missing, or explicitly ruled invalid package may count as a miss. System/GM errors and noneligible turns do not.
First consecutive miss
Established routines and bounded deputies continue within demonstrated scope. No player strategy, expertise, or novel program is invented.
Second consecutive miss
Authority becomes contested stewardship. Named caretakers and constituencies make at least one binding decision when a material issue cannot wait. The leader remains playable but returns to altered commitments and political conditions.
Third consecutive miss
Control becomes ELIMINATION_CONFIRMATION_PENDING. Later directions cannot create re-entry. The adjudicator presents a causally established loss-of-control event. Political removal is preferred when death lacks support.
The specific player and causal form require explicit GM confirmation before ELIMINATED, permanent transfer, final narration, or delivery.
Return after absence
Returning after one or two misses:
- resets the consecutive streak;
- does not erase earlier history;
- inherits caretaker commitments, appointments, refusals, debts, and allocations;
- may require recognition, negotiation, restitution, demonstration, or shared authority;
- does not automatically restore prior influence or domain control.
Contact and convergence
Initialization may seed routes, carriers, shared resources, recurring conditions, and meeting sites. It may not seed guaranteed attendance, agreement, safety, alliance, or discovery.
Contact requires a causal carrier, route, timing, knowledge source, and player or NPC action. Refusal and concealment remain valid.
Emergent rules
A candidate rule requires repeated established events or institutions. It records scope, evidence, observable behavior, expected effect, and how it might become learnable in-world.
Only the GM may approve and activate it. Active-rule status requires an approval record.
Victory
Victory may emerge only from sustained voluntary investment and in-world recognition. Reviews after Turns 003 and 005 identify hypotheses, not rules.
A proposal needs at least two clans investing on at least two resolved turns each, plus meaningful comparison/dependency/conflict, recognition, observable consequences, multiple approaches, privacy-safe evidence, and explicit GM approval.
No victory condition is required by Turn 006.
Player-facing results
Results describe:
- what people understood and did;
- material accomplishments, failures, and costs;
- observable human consequences;
- new knowable information;
- immediate pressures and unresolved situations.
They do not disclose scores, power, hidden motives, administrative counters, another player's private intent, hidden rules, GM reasoning, or omniscient causes.
Machine visibility checks and human prose review must both pass.
Structured state
The authoritative factual and operational source uses the pinned Workstream 5 JSON schema. It records stable IDs, visibility, provenance, knowledge propagation, decisions, approvals, changes, authored result references, delivery destinations, and checksums.
Generated operational views have no independent authority. Narrative results and analysis remain authored.
Serious consequences
Danger must follow established circumstances, actors, choices, and warning signs. Hidden mechanics cannot become arbitrary traps.
Every elimination must be privately explainable in causal terms and separately confirmed by the GM.
Experiment success
The experiment tests:
- freedom of expression;
- causal legibility;
- character distinctness;
- tense but fair conflict;
- meaningful maintenance and internal leadership;
- useful scoring spread without length bias;
- consequential but playable absence;
- contact opportunities without forced convergence;
- calendar consistency;
- privacy and operational reliability;
- three to five substantive GM decisions on ordinary turns;
- evidence for why a victory attractor did or did not emerge.
SOURCE: design/next-prototype/workstream-04/SCORING_ANCHORS.md
Revised Leadership-Dimension Anchors
Status: INTERNALLY FIXTURE-TESTED, GM_APPROVED, and ACTIVE for greywater-reach-01 Visibility: GM only Scale: Integer scores from 1 through 5
Common scoring rules
The score describes the submitted act of leadership. It does not describe literary quality, task difficulty, eventual luck, moral approval, or the intrinsic value of the goal.
- Start at 3 — Workable, then move only when submission evidence supports a different anchor.
- Cite concrete evidence for every score. Do not award points for polish, length, headings, or confident tone.
- Score what the leader communicates or credibly demonstrates. Do not silently supply missing priorities, roles, contingencies, or stakeholder responses.
- A claim of personal expertise is evidence only when the submission uses it in a specific, credible way.
- Score each dimension separately. Strength in one dimension does not erase a defect in another.
- Use whole-number scores during an adjudication pass. Half points may appear only through an approved aggregation of separate passes.
- A 5 — Exceptional requires unusually effective use of the established situation, specific positive evidence, and no material defect in that dimension. General competence earns 4.
- A valid missed-turn classification is handled by the absence procedure, not converted into six scores of 1.
Difficulty and result separation
Before scoring, record each material intention’s intrinsic difficulty and plausible outcome range. A strong plan facing an absent prerequisite can score highly while still failing to achieve the intended end state. A weak plan facing an easy task can score poorly while ordinary workers still complete some or all of it.
Use this test:
If the world made the task easier or harder but the submission stayed identical, would this score change?
If yes, the rationale is probably mixing difficulty into leadership quality. Grounding may recognize whether the submission notices known constraints; it does not reward the constraint for being easy or penalize it for being hard.
Overcommitment and contradiction
- Overcommitment primarily lowers Focus and Orchestration. It may also lower Grounding when the promised workload ignores established capacity, Mobilization when groups receive incompatible demands, or Adaptability when no priority survives disruption.
- Contradiction lowers the dimension whose function it defeats. Conflicting end states affect Direction; incompatible priorities affect Focus; role or timing collisions affect Orchestration; conflict with known facts affects Grounding; incompatible promises affect Mobilization; conflicting trigger rules affect Adaptability.
- Do not apply a blanket penalty to every dimension. Record the causal path from defect to score.
1. Direction
Question: Can the intended change and governing instruction be inferred and transmitted without inventing the leader’s meaning?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | Material instructions are mutually exclusive, unintelligible, or point actors toward incompatible end states. No stable primary direction can be transmitted. |
| 2 — Weak | A general goal is visible, but a material ambiguity, contradiction, or missing decision leaves key actors unable to tell what outcome governs. |
| 3 — Workable | The primary intended change is clear enough for ordinary execution. Some boundaries, secondary goals, or decision rights remain implicit. |
| 4 — Strong | The intended change, important limits, and subordinate purposes are precise and mutually compatible. Different actors can explain what success means. |
| 5 — Exceptional | The submission turns a complex situation into unusually crisp, transmittable direction, including decisive boundaries or decision rules that keep multiple actors aligned when local choices diverge. No material ambiguity remains. |
Positive evidence: explicit end state; clear prohibitions; observable completion condition; compatible instructions; decision rules that preserve purpose.
Negative evidence: slogans without an actionable change; inconsistent end states; undefined referents; incompatible instructions; crucial intent inferable only by charitable reconstruction.
Score-5 disqualifiers: any material contradiction; a key actor cannot tell which instruction governs; the central outcome is described only as aspiration; essential boundaries are supplied by the adjudicator.
Format-neutral examples:
- A three-sentence order may earn 5 when it names the decisive change, stop condition, and governing priority.
- A long speech may earn 5 when its stories all reinforce one operationally precise direction.
- A polished multi-section plan remains at 2 if different sections require incompatible end states.
2. Focus
Question: Does the leader establish meaningful priorities for this month’s finite attention and capacity?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | The submission treats many competing material projects as simultaneous first priorities or commits the same leadership attention repeatedly without tradeoffs. |
| 2 — Weak | Priorities can be guessed, but crowding, uncontrolled side projects, or missing deferrals makes dilution likely. |
| 3 — Workable | One or two leading priorities are discernible and most work fits them, though some lower-value activity remains insufficiently bounded. |
| 4 — Strong | Priorities, deferrals, and attention allocation are explicit. Secondary work supports the critical path or has a clear capacity boundary. |
| 5 — Exceptional | The leader makes unusually disciplined choices under real pressure: protects the critical path, names what will not be done, and assigns scarce personal or institutional attention where it creates the most leverage. |
Positive evidence: ranked priorities; explicit deferral; time or capacity ceilings; protected critical path; stop-work choices; personal-attention allocation.
Negative evidence: every project called urgent; ornamental side work during crisis; no tradeoffs; repeated personal presence in simultaneous places; unbounded “also” instructions.
Score-5 disqualifiers: any material unbounded side project; the same scarce people assigned to multiple simultaneous priorities; no explicit sacrifice where the state plainly requires one.
Format-neutral examples:
- “Food first; roofs only where failure threatens food; no expedition this month” may support 5.
- A 1,400-word plan may support 5 if every section advances one protected critical path and clearly defers alternatives.
- A concise list of ten unrelated imperatives may score 1.
3. Orchestration
Question: Are people, time, sequence, resources, dependencies, and responsibility brought into a workable relationship?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | Material role, resource, timing, or dependency collisions make the plan internally infeasible or cause one task to undo another. |
| 2 — Weak | Some roles are named, but major handoffs, capacity limits, prerequisites, or sequencing are absent and execution depends on adjudicator invention. |
| 3 — Workable | Primary responsibilities and a usable sequence exist. Ordinary local coordination can fill noncritical gaps. |
| 4 — Strong | Roles, dependencies, handoffs, capacity, timing, and verification are coordinated with only minor gaps. |
| 5 — Exceptional | The submission creates an unusually effective operating system for the month: scarce capability is placed at leverage points, handoffs and bottlenecks are anticipated, local authority is clear, and verification closes the loop without excessive leader dependence. |
Positive evidence: named owners; workable crew sizes; prerequisite order; handoffs; shared-resource scheduling; inspection; reporting; bounded delegation.
Negative evidence: one expert everywhere; missing materials; simultaneous use of the same crew; commands without ownership; verification after irreversible failure; personal micromanagement of every task.
Score-5 disqualifiers: a material capacity collision; an absent prerequisite treated as available; no owner for a critical task; success depends on the leader personally performing incompatible roles.
Format-neutral examples:
- A compact table of owner, sequence, and stop rule may earn 5.
- Narrative dialogue may earn 5 when responsibilities and handoffs are unmistakable.
- Technical detail without feasible labor, materials, or ownership cannot exceed 2.
4. Grounding
Question: Does the plan engage with the clan’s actual condition, known world, prior developments, and real constraints?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | The plan materially contradicts known facts, relies on unavailable capability as though present, or ignores a known condition that defeats its central approach. |
| 2 — Weak | The leader notices the broad situation but makes one or more material assumptions inconsistent with known people, resources, geography, season, or prior commitments. |
| 3 — Workable | The plan uses the main known facts and capabilities. Some relevant continuity or constraint is generic, omitted, or weakly integrated. |
| 4 — Strong | Specific people, institutions, resources, geography, season, knowledge limits, and prior commitments materially shape the chosen method. |
| 5 — Exceptional | The submission uses the established situation with unusual precision and leverage, validates uncertain assumptions, preserves knowledge boundaries, and turns prior investments or constraints into a coherent advantage without inventing facts. |
Positive evidence: named established capability; seasonal fit; use of actual geography; continuity with promises and institutions; explicit uncertainty; prerequisite recognition; verification before commitment.
Negative evidence: invented resources; forgotten injury or obligation; omniscient use of hidden facts; inappropriate modern process without materials; season-blind work; generic plan interchangeable with any village.
Score-5 disqualifiers: any invented critical capability; reliance on player-unknown facts; ignored established obligation that materially affects execution; central method incompatible with season or geography.
Difficulty boundary: recognizing that a furnace is impossible this month may support a high Grounding score. The impossibility itself does not lower the score. Attempting it as though ore, refractory clay, bellows, and trained labor already exist does.
Format-neutral examples:
- One sentence that correctly uses the only dry route and the named ferryman may outperform a page of generic logistics.
- A detailed engineering memorandum may score 1 if its materials do not exist.
- A narrative promise can score 5 when it accurately integrates known custom, witnesses, and prior obligations.
5. Mobilization
Question: Does the leadership approach credibly produce the human response needed for the intended work?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | The approach predictably undermines the needed response through humiliation, incoherent threats, impossible promises, collective punishment, or destruction of essential legitimacy. |
| 2 — Weak | Compliance may occur briefly, but key stakeholders, incentives, authority, fear, resentment, or status interests are ignored in a way that makes execution brittle. |
| 3 — Workable | The approach credibly secures ordinary obedience or cooperation from most necessary actors, with meaningful unresolved resistance or dependence on supervision. |
| 4 — Strong | Roles, recognition, reciprocity, authority, incentives, safeguards, or bounded coercion are tailored to the people involved and support durable action beyond the leader’s immediate presence. |
| 5 — Exceptional | The leader makes unusually effective use of constituencies, status, emotion, legitimacy, and conflict: necessary people have credible reasons to act, dissent has a workable channel or cost, and initiative can persist without assuming universal harmony. |
Positive evidence: credible authority; public commitment; recognition; reciprocity; protected dignity; constituency fit; bounded enforcement; meaningful voice; incentives aligned with work.
Negative evidence: “everyone agrees” without cause; rewards the clan cannot supply; indiscriminate threats; humiliation of essential experts; ignored grief or faction; promises that conflict with prior commitments.
Score-5 disqualifiers: assumes strong stakeholders become compliant without a causal response; relies on an impossible promise; suppresses a material conflict only by authorial assertion; creates a major legitimacy defect while depending on voluntary initiative.
Coercion boundary: fear can be a useful human response. Specific, credible, bounded coercion may score 3 or 4 for short-term mobilization while creating state costs. Indiscriminate or self-defeating coercion scores lower. Coercion alone does not earn 5.
Format-neutral examples:
- A brief witnessed bargain may earn 5.
- A stirring speech remains at 2 if it ignores who controls food, tools, or legitimacy.
- A dry work schedule may earn 4 when it gives respected owners real authority and protects contributors from arbitrary loss.
6. Adaptability
Question: Does the direction remain useful when assumptions fail, conditions change, or subordinates must decide locally?
| Score | Minimum observable evidence |
|---|---|
| 1 — Counterproductive | The plan is rigid at a material uncertainty, contains conflicting triggers, or directs actors to continue after failure would become dangerous or pointless. |
| 2 — Weak | Acknowledges uncertainty but supplies only vague improvisation, late review, or a fallback that abandons the primary purpose. |
| 3 — Workable | Provides at least one usable contingency, feedback route, stop condition, or delegated choice for the main uncertainty. |
| 4 — Strong | Defines material triggers, stop rules, feedback, and bounded discretion while preserving priorities across plausible complications. |
| 5 — Exceptional | The plan creates an unusually effective adaptive architecture: early observations test key assumptions, delegated actors know what they may change, fallbacks preserve the central aim, and learning feeds a timely next decision. |
Positive evidence: early test; decision trigger; stop rule; fallback; reporting cadence; local discretion; reserve capacity; reversible pilot; explicit response to likely complications.
Negative evidence: “adapt as needed”; inspection only at month end; contradictory contingencies; no stopping condition; fallback consumes the same unavailable resource; branches for fantastical rather than material risks.
Score-5 disqualifiers: a central fragile assumption remains untested; material triggers lack decision authority; contingency branches conflict; every adaptation requires unavailable leader attention.
Format-neutral examples:
- Two sentences can earn 5 when they identify the decisive observation, empower the right person, and preserve the goal under either result.
- A long risk register remains at 2 if nobody knows what action each warning triggers.
- A narrative delegation scene can earn 4 or 5 when local authority and boundaries are concrete.
Required scoring record
For each dimension record:
- integer score;
- specific submission evidence;
- material negative evidence;
- score-5 disqualifier check when the score is 5;
- causal relevance to execution;
- whether another adjudication pass materially disagreed.
Do not reveal the scores or rationales in player-facing results.
SOURCE: design/next-prototype/workstream-01/CHARACTER_AGENCY_PROCEDURE.md
Story-Trope Index — Agent Playbook
Purpose
Use the local story-trope index to widen the GM's dramatic options inside an outcome range already supported by campaign evidence. Retrieval is a required consultation during an activated dramatic-pressure review, but using a retrieved pattern is never required.
The index is inspiration, not evidence, canon, adjudication, or permission. It cannot supply facts, prerequisites, knowledge, supernatural causes, arbitrary danger, compulsory violence, or an elimination.
When to use it
Consult the index when the existing dramatic-pressure review is activated by a plausible situation such as:
- conflict between actors, loyalties, duties, or promises;
- political, relationship, status, or scarcity pressure;
- a credible complication, dilemma, reversal, revelation, cost, or payoff;
- consequences that may change a relationship, institution, or public standing.
Do not query merely because a turn is quiet. If the established situation does not activate dramatic pressure, no trope review is needed. If review is activated but nothing retrieved improves the recommendation, record REJECTED_ALL.
Required sequence
1. Establish the causal range first
From approved campaign state and the locked simultaneous-turn analysis, write the range of outcomes that are already plausible. Account for player precautions and cross-player interactions before retrieval.
Do not use the index to decide what facts exist or what an actor knows.
2. Abstract the situation
Convert private facts into generic concepts. Use roles, pressures, relationships, and possible dramatic functions—not names, quotations, submission prose, hidden-state prose, or uniquely identifying details.
Good query concepts:
succession scarcity public pressure divided loyalty
broken promise trusted ally status reversal
confinement grief accusation disputed authority
aftermath reconciliation cost damaged legitimacy
Poor query text:
[player name] secretly ordered [named NPC] to poison [named rival] at [private location]
Prefer three to eight concrete concepts. If the first query is noisy, replace broad words with causal terms; do not paste more private detail.
3. Query the local index
Run from the repository root:
node --no-warnings tools/trope-index/trope-tool.mjs query \
--text "succession scarcity public pressure divided loyalty" \
--profile terras-clans \
--limit 6 \
--format markdownUse JSON when transferring exact IDs and provenance into a GM-only review record:
node --no-warnings tools/trope-index/trope-tool.mjs query \
--text "broken promise trusted ally status reversal" \
--profile terras-clans \
--limit 6 \
--format jsonDefaults are terras-clans, six results, and Markdown. Limits may be 1–20. The Terras profile excludes patterns classified as inherently speculative.
Query output is ephemeral: the CLI does not save the query, call an LLM, or read campaign files. The agent records only the abstract concepts and required review fields in the GM-only turn workspace.
4. Screen every useful candidate
Ignore popularity and trope familiarity. For each potentially useful result, ask:
- Actor: Which established person or faction could express the pattern?
- Knowledge: What do they know or credibly believe at decision time?
- Motive: Which established goal, fear, grievance, loyalty, or obligation supports it?
- Trigger: What changed now, or what pressure became intolerable?
- Opportunity: When and where can they act despite player precautions?
- Capacity: What authority, allies, access, health, time, and means do they possess?
- Precautions: Which player preparations prevent, reduce, redirect, or expose the action?
- Minimum action: What is the least unsupported effective expression of the idea?
Reject any candidate that needs an invented fact or exceeds the pre-query causal range. Source classifications, dramatic functions, tones, related tropes, examples, and variations are prompts for judgment—not factual claims about the campaign.
5. Choose a disposition
APPLIED— The retrieved pattern fits directly without changing its essential causal structure.ADAPTED— A bounded variation, inversion, or subversion fits, but the source pattern must be changed to respect established state, precautions, tone, or mundane causality.REJECTED_ALL— No result improves the recommendation without forcing drama, repeating prior beats, violating tone, or exceeding causal support.
There is no drama quota. REJECTED_ALL is a successful completion of the required consultation.
6. Record the review
Use the trope-review template. Record:
- review ID;
- dramatic-pressure trigger;
- causal range established before retrieval;
- corpus revision returned by the query;
- abstracted query concepts;
- returned trope IDs;
- disposition;
- complete causal-fit findings for
APPLIEDorADAPTED, or a short rejection reason forREJECTED_ALL.
If the idea materially affects a recommendation, cite the review ID in the ordinary GM decision docket. Retrieval never changes a decision's approval status.
7. Keep retrieval GM-only
Trope names, definitions, source excerpts, query details, retrieval scores, provenance, and private selection reasoning do not enter player-facing results. A later approved in-world event may make a specific consequence observable, but that does not expose the behind-the-scenes trope review.
Never copy another player's private information into a review visible to someone else. Never place a dossier or review under /Users/frankflanagan/Code/terras-players/.
Worked controls
Pressure with a bounded adaptation
Established range: confinement, grief, and disputed loyalty support private pressure, rumor, a public demand, manipulation, attempted flight, or a contained confrontation. They do not support invented evidence or arbitrary lethal violence.
Query:
node --no-warnings tools/trope-index/trope-tool.mjs query \
--text "confinement grief accusation disputed authority betrayal pressure" \
--profile terras-clans --limit 6 --format jsonPossible disposition: ADAPTED. A betrayal or status-reversal pattern may change presentation or timing, but only an established actor with knowledge, motive, opportunity, and capacity may act. Existing precautions constrain the result. The least unsupported action may be a rumor or demand rather than violence.
Quiet control
Established range: stable maintenance and low-pressure cooperation support ordinary work, observation, and minor initiative. No significant conflict supports escalation.
If the dramatic-pressure review was nevertheless activated, query only abstract concepts such as:
stable maintenance cooperation routine
Disposition: REJECTED_ALL. Retrieval does not create a complication. The quiet outcome remains correct.
Elimination control
A result involving death, deposition, exile, disappearance, or succession supplies neither causal support nor approval. Any possible elimination must be separately identified in the decision docket and remains pending the GM's explicit, specific confirmation.
Inspecting and troubleshooting
To inspect a returned record and its provenance:
node --no-warnings tools/trope-index/trope-tool.mjs inspect \
--id all-the-tropes:chronic-backstabbing-disorderTo verify the local catalogue:
node --no-warnings tools/trope-index/trope-tool.mjs verifyIf the database is missing, corrupt, locked after a retry, or fails verification:
- do not substitute web browsing or ingest another source during adjudication;
- preserve the causal analysis already completed;
- report the tool failure to the GM;
- leave the review pending rather than inventing returned IDs or claiming consultation succeeded.
import and refresh are catalogue-maintenance operations, not normal turn-analysis steps. Do not run them during adjudication merely to improve a disappointing query.