Files
vanity-delve/core/beat.mjs
T
tevansandClaude Opus 5 07148df8e6 DELVE core: seeded generator, fiction kernel, Barrow pack, CLI
Build steps 1, 2 and 4 of the plan in DESIGN.md.

core/ is pure JS with zero Foundry globals and 11 passing invariants. The
fiction model has one root draw — an APPETITE plus the ACCOMMODATION someone
made for it — and projects the motif, danger, prize, faction, cue fragments and
the appeasement move from it, so the fiction coheres instead of being four
unrelated draws. 336 kernels from 21 authored lines; 60 generated delves gave
51 distinct kernels.

Cue fragments are tagged by facet (institution/ritual/demand/wound/anchor) and
dealt without replacement. The facet progression across the arc reproduces the
hand-authored paper delve's structure, which had arrived at it by instinct.

Generation and table dice stay apart: pressure.mjs decides when a clock roll is
due and what it means, and never rolls. That is what makes the skeleton seed an
honest promise rather than a half-truth.

paper/ holds the hand-written delve and both playtest logs. spike/ holds the
instrumented harness that measured the Forge outside Foundry.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 00:16:58 +01:00

78 lines
3.5 KiB
JavaScript

/**
* An area is a beat. Draft 5 §6 — two faces, not four.
*
* Cue (what players perceive) and Truth (what is going on) are required. Consequence is inline
* bracketed mechanics, the way the house style already does it. Reveal appears only where a
* secret genuinely differs from the Cue.
*
* DELVE does not write prose. The playtest was explicit that the read-aloud paragraphs are most
* of what makes a delve playable and they are hand-written. So the Cue is emitted as *fragments*
* for the GM to assemble aloud, labelled as such. Faking prose here would be the one dishonest
* thing this tool could do.
*/
const FACET_TRUTH = {
institution: 'this is how the place was ordered, and it still is',
ritual: 'the office is still being performed, for someone who is no longer served by it',
demand: 'here the want is explicit — the place asks something of whoever enters',
wound: 'this is the damage the want did to those who had to satisfy it',
anchor: 'the thing the whole barrow is arranged around is close',
demandEnd: 'the question itself, asked directly',
};
export function buildArea({ skeleton, planned, pack, pressure, rng, baneBeat = null, feature, decision }) {
const r = rng.derive('area', String(planned.index));
const fs = skeleton.foreshadow.find(f => f.index === planned.index) ?? {};
const names = pack.areaNames?.[planned.role] ?? pack.areaNames?.approach ?? ['Unnamed'];
// feature/decision are dealt by the caller without replacement across the delve — drawing them
// per-area from pools of 8 and 6 made repeats near-certain inside a single delve.
const temptation = planned.hoard
? r.derive('temptation').pick(pack.temptations)
: null;
// Every area emits at least one attention trigger — draft 5 §9 weights triggers over the timer.
const trigger = fs.facet === 'demand' ? skeleton.motif.trigger
: r.derive('trigger').pick(['announced', 'loud', 'lingering', 'seenTwice', 'disturbed']);
return {
index: planned.index,
role: planned.role,
name: r.derive('name').pick(names),
facet: fs.facet ?? null,
// Cue: fragments, not prose.
cueFragments: [fs.fragment, feature].filter(Boolean),
truth: `${FACET_TRUTH[fs.facet] ?? ''}. ${skeleton.knot.transgression}`,
decision,
encounter: planned.heat
? { heat: planned.heat, kind: skeleton.factions[0]?.kind ?? 'undead', roster: pack.rosters?.[planned.heat] ?? null }
: null,
hoard: planned.hoard ?? null,
temptation,
trigger,
baneBeat,
// Clues are automatic on entry; the roll buys extra. Playtest 1 lost both its clues to
// single unopposed rolls and the motif never reached the table.
clue: {
automatic: fs.fragment ? `${fs.fragment} — and it was done deliberately` : null,
extra: '[VANITY: Observation — 1 success] buys who did it, and roughly when',
},
failureCase: planned.role === 'threshold'
? 'If they skip this, the ending opens with them holding nothing the bottom problem wants.'
: 'If they skip this, move its cue fragment into the next area so the motif still completes.',
};
}
/** Every area must offer a way on that is not gated. Playtest 1 died on a gate with no fallback. */
export function fallbackRoute(area, skeleton) {
return {
route: `${skeleton.factions[0]?.name} will receive anyone who ${skeleton.factions[0]?.handledBy === 'courtesy' ? 'behaves as a guest' : 'offers a trade'}`,
cost: 'one Bane on the tab, and they will expect it again',
};
}