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vanity-delve/core/render.mjs
T
tevansandClaude Opus 5 2dafb9be33 Subtraction pass: integrate the area block
Third reading said the core criticism was gone — areas now arrive as playable
rooms — but that the result was over-stuffed: 'a room plus its operating
manual'. Asked for the single remaining gap, it said one word: integration.
The hand-written delve makes image, situation, pressure and choice read as one
thing; this presented them as stacked components.

So this removes blocks, not content. The image, the situation and the automatic
clue become one opening paragraph to read from. The decision collapses to
attempt/miss/or. Trigger, bane beat, fallback and skip-guidance become a single
GM footer line. The per-area truth drops the delve-level transgression, which
was already in the header and was being reprinted in every area.

Areas go from roughly thirty lines to eleven to eighteen.

A new invariant asserts the pass removed blocks and not information: for twenty
delves, every situation, onArrival, because, offer, decision, alternative,
trigger, fallback, temptation and roster must still appear in the rendered page.
Tests 24 -> 25.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 08:29:06 +01:00

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/** Render a delve to GM-readable markdown, in the house style. */
import { skeletonBlurb } from './skeleton.mjs';
const cap = s => (s ? s[0].toUpperCase() + s.slice(1) : s);
/** The appeasement, in the compact form used inside an area. */
const skeletonAppeasement = d => `${d.skeleton.appeasement.attribute} ${d.skeleton.appeasement.successes}: ${d.skeleton.appeasement.move}`;
/** Costs read as English in a GM document, never as JSON. */
const cost = c => {
if (!c) return 'free';
const bits = [];
if (c.bane) bits.push(`**+${c.bane} Bane${c.bane > 1 ? 's' : ''}** on the tab`);
if (c.vice) bits.push(`take the Vice **${c.vice}**`);
if (c.vanity) bits.push(`**+${c.vanity} Vanity**`);
return bits.length ? bits.join(', ') : 'free';
};
export function renderMarkdown(d) {
const L = [];
const sk = d.skeleton;
L.push(`# ${sk.placeName.toUpperCase()}`);
L.push('');
L.push(`> *${sk.motif.dangerLine}.*`);
L.push('');
L.push(`**VANITY · ${cap(d.params.theme)} · Depth ${d.params.depth} · ${d.params.party} heroes · ` +
`${d.params.areas} areas + ${d.ending.authored ? 'an authored ending' : 'a generated ending'}**`);
L.push(`**Seed \`${d.seed}\` · generator ${d.generatorVersion} · catalog ${d.catalogVersion}**`);
L.push('');
L.push('> **Skeleton seed, not a replay seed.** It reproduces the fiction, the area order, the');
L.push('> heat and the hoard tiers. It does **not** reproduce encounter composition, mood or');
L.push('> hoard contents — those come from the Forge, which is not seeded.');
L.push('');
L.push('---');
L.push('');
L.push('## The truth (GM only)');
L.push('');
L.push(skeletonBlurb(sk));
L.push('');
L.push(`**They will ask you:** ${d.ending.question}`);
L.push('');
L.push('## Pressure');
L.push('');
L.push(`- **The clock.** Roll 1d6 on a trigger, or every ${d.pressure.triggerNumber === 1 ? '3' : '3'} Turns. ` +
`**${d.pressure.triggerNumber} or under — something comes.** Telegraph one Turn ahead.`);
L.push(`- **Triggers this delve:** ${[...new Set(d.areas.map(a => a.trigger))].join(' · ')}`);
L.push(`- **The tab.** Target **${d.pressure.target} Banes** by the ending. Banes are *offered by named beats*, never hoped for.`);
L.push(`- **The danger is ${sk.motif.danger}:** ${sk.motif.dangerLine}.`);
L.push('');
const ap = sk.appeasement;
L.push('## The way through — the appeasement');
L.push('');
L.push(`Anyone may **${ap.move}**. \`[VANITY: ${ap.attribute} — ${ap.successes} successes]\``);
L.push(`On success ${ap.why}, and ${sk.factions[0]?.name} will not open hostilities first.`);
L.push(`**Cost: +${ap.gain.vanity} Vanity now, +${ap.cost.bane} Bane on the tab.** Shine now, bill later.`);
L.push(`**Repeatable in every area.** Say the Bane aloud when it banks — the table must be able to see the route is open.`);
L.push('');
L.push('## Factions');
L.push('');
for (const f of sk.factions) L.push(`- **${f.name}** (${f.kind}) — ${f.essence}. Handled by *${f.handledBy}*.`);
L.push('');
L.push(`**Planned fights:** ${d.budget.plannedFights} of ${d.params.areas} areas · base heat *${d.budget.heatBase}*`);
L.push('');
L.push('---');
L.push('');
for (const a of d.areas) {
const S = a.situation;
const rv = a.decision?.resolve ?? {};
const R = a.encounter?.roster;
L.push(`### AREA ${a.index} — ${a.name}`);
L.push(`*${a.role} · ${a.facet}${a.encounter ? ` · ${a.encounter.heat}` : ''}${a.hoard ? ` · ${a.hoard}` : ''}*`);
L.push('');
// ONE opening: image, situation and the automatic clue as a single thing to read aloud from.
// Previously these were three stacked blocks; the review's word for the whole document was
// "integration" — image, situation, pressure and choice reading as one, not as components.
const opening = [
a.cueFragments.map(c => cap(c)).join('. ') + '.',
S ? `${cap(S.occupant)} is ${S.doing} — when you walk in, ${S.onArrival}.` : '',
a.clue.automatic ? `None of it is accident — it was done this way on purpose.` : '',
].filter(Boolean).join(' ');
L.push(`> ${opening}`);
L.push('');
const gm = [
S ? `${cap(S.because)}.` : '',
a.truth ? `${a.truth.replace(/\.?$/, '.')}` : '',
].filter(Boolean).join(' ');
L.push(`**GM.** ${gm}`);
if (S) L.push(`**They can:** ${S.offer}. \`[${skeletonAppeasement(d)}]\` also works here, as everywhere.`);
L.push(`**Looking closer:** ${a.clue.extra.replace(/^\[VANITY: /, '`[').replace(/\]/, ']`')}`);
L.push('');
// The decision on one line where it can be: attempt → hit → miss → or.
L.push(`**${cap(a.decision.cue)}.** *${a.decision.cost}.*`);
if (rv.roll) {
L.push(`\`[${rv.roll}]\` → ${rv.success}`);
L.push(`**Miss** → ${rv.failure}`);
}
if (rv.orElse) L.push(`**Or** ${rv.orElse}.`);
L.push('');
if (R) {
L.push(`**${cap(a.encounter.heat)} — ${R.line}.** Harmed by ${R.harmedBy}` +
`${R.harmedBy.includes('ONLY') ? ' — **say so before initiative**' : ''}. *${R.avoid}.*`);
L.push('');
L.push('| Foe | atk | def | Grit | Nerve | |');
L.push('|---|---|---|---|---|---|');
for (const f of R.foes) L.push(`| ${f.n}× ${f.name} | ${f.atk} | ${f.def} | ${f.grit} | ${f.nerve} | ${f.note} |`);
L.push('');
}
if (a.temptation) {
const t = a.temptation;
L.push(`**${cap(a.hoard)} hoard.** **${cap(t.id)}** — ${t.cue}: ${t.benefit}.`);
L.push(`*Take it ${cost(t.acceptanceCost)}; using it costs ${cost(t.useCost)}; while you carry it, ${t.standingDrawback}.*`);
L.push('');
} else if (a.hoard) {
L.push(`**${cap(a.hoard)} hoard.**`);
L.push('');
}
// Everything the GM needs but never reads aloud, on one line.
const beat = a.baneBeat ? ` · bane beat: ${a.baneBeat}` : '';
L.push(`\`trigger: ${a.trigger}${beat} · fallback: ${a.fallback.route} (${a.fallback.cost}) · if skipped: ${a.failureCase.replace(/^If they skip this, /, '')}\``);
L.push('');
L.push('---');
L.push('');
}
L.push(`### ENDING — ${d.ending.name}`);
L.push(d.ending.authored ? '### ⟨ AUTHORED SLOT — this is the seam ⟩' : `*generated · heat ${d.ending.heat} · hoard ${d.ending.hoard}*`);
L.push('');
if (d.ending.authored) {
L.push('**Areas 1–' + d.params.areas + ' are what DELVE generates. This is what it hands over.**');
L.push('');
}
L.push('**Cue** — *fragments*');
for (const c of d.ending.cueFragments) L.push(`- ${c}`);
L.push('');
L.push(`**${sk.bottomProblem.label}** — ${sk.bottomProblem.failureState}. Wants: *${sk.bottomProblem.wantNow}*.`);
L.push(`Handled by ${sk.bottomProblem.handledBy}.`);
L.push('');
L.push(`**They open by asking:** ${d.ending.question}`);
L.push('');
L.push('| Party\'s route | The audience |');
L.push('|---|---|');
L.push(`| Appeased it even once (**${ap.move}**) | It listens. It will trade ${sk.prize.label} for the real thing, done to its face. \`[VANITY: ${ap.attribute} — ${ap.successes}]\` or take **Rattled**. |`);
L.push('| Refused throughout, tab under 4 | It offers a Vice — take the shine, bank the bill. Refusing starts the fight. |');
L.push(`| Carrying ${sk.prize.label} | It wants that more than it wants you. |`);
L.push('| Fighting | Winnable by two engaged heroes. **Name what harms it before initiative.** |');
L.push('');
L.push('> **Before initiative, always say what can hurt it.** Playtest 1 was unwinnable because');
L.push('> the table discovered the immunity by failing.');
L.push('');
const g = d.triggerGlossary ?? {};
if (Object.keys(g).length) {
L.push('## Trigger glossary');
L.push('');
for (const [k, v] of Object.entries(g)) L.push(`- **${k}** — ${v}`);
L.push('');
}
L.push('---');
L.push('');
L.push('*Private VANITY development material — not for sale or distribution.*');
return L.join('\n');
}