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vanity-delve/core/beat.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

81 lines
3.8 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, temptation = null, situation = null }) {
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.
// 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),
// The situation is the room as the players find it: someone doing something, and what
// changes when they walk in. The decision is one of the things you can do about it.
situation: situation ? {
occupant: situation.occupant, doing: situation.doing, onArrival: situation.onArrival,
because: situation.because, offer: situation.offer,
} : null,
truth: (t => t ? t[0].toUpperCase() + t.slice(1) : '')(FACET_TRUTH[fs.facet] ?? ''),
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',
};
}