The review's verdict after resolution blocks: 'still choices attached to
prompts, not spaces that naturally produce play'. The hand-written delve gives
a place — four people back-to-back around a dead lantern — and the decisions
fall out of it. DELVE gave a decision and asked the GM to imagine the room.
Every area now carries a situation: an occupant, what they are doing, what
changes when the party walks in, why (GM), and what it offers. 48 across 8
motifs, motif-scoped and dealt without replacement.
It produces chains nothing planned: in seed live-table-01 a grave-robber in
area 2 is trying to get a password's intonation right, and area 4 is a door
that needs one. Three routes to it now exist where there was a Wits roll.
Also closes the last two open complaints: the five roll-less decisions now have
real attempts (a voice you could not speak to was the weakest), and {priorCue}
resolves against a cue the party has actually seen instead of granting the
answer by fiat.
Tests 19 -> 24.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
81 lines
3.8 KiB
JavaScript
81 lines
3.8 KiB
JavaScript
/**
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* An area is a beat. Draft 5 §6 — two faces, not four.
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*
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* Cue (what players perceive) and Truth (what is going on) are required. Consequence is inline
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* bracketed mechanics, the way the house style already does it. Reveal appears only where a
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* secret genuinely differs from the Cue.
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*
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* DELVE does not write prose. The playtest was explicit that the read-aloud paragraphs are most
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* of what makes a delve playable and they are hand-written. So the Cue is emitted as *fragments*
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* for the GM to assemble aloud, labelled as such. Faking prose here would be the one dishonest
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* thing this tool could do.
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*/
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const FACET_TRUTH = {
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institution: 'this is how the place was ordered, and it still is',
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ritual: 'the office is still being performed, for someone who is no longer served by it',
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demand: 'here the want is explicit — the place asks something of whoever enters',
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wound: 'this is the damage the want did to those who had to satisfy it',
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anchor: 'the thing the whole barrow is arranged around is close',
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demandEnd: 'the question itself, asked directly',
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};
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export function buildArea({ skeleton, planned, pack, pressure, rng, baneBeat = null, feature, decision, temptation = null, situation = null }) {
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const r = rng.derive('area', String(planned.index));
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const fs = skeleton.foreshadow.find(f => f.index === planned.index) ?? {};
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const names = pack.areaNames?.[planned.role] ?? pack.areaNames?.approach ?? ['Unnamed'];
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// feature/decision are dealt by the caller without replacement across the delve — drawing them
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// per-area from pools of 8 and 6 made repeats near-certain inside a single delve.
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// Every area emits at least one attention trigger — draft 5 §9 weights triggers over the timer.
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const trigger = fs.facet === 'demand' ? skeleton.motif.trigger
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: r.derive('trigger').pick(['announced', 'loud', 'lingering', 'seenTwice', 'disturbed']);
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return {
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index: planned.index,
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role: planned.role,
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name: r.derive('name').pick(names),
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facet: fs.facet ?? null,
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// Cue: fragments, not prose.
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cueFragments: [fs.fragment, feature].filter(Boolean),
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// The situation is the room as the players find it: someone doing something, and what
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// changes when they walk in. The decision is one of the things you can do about it.
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situation: situation ? {
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occupant: situation.occupant, doing: situation.doing, onArrival: situation.onArrival,
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because: situation.because, offer: situation.offer,
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} : null,
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truth: `${FACET_TRUTH[fs.facet] ?? ''}. ${skeleton.knot.transgression}`,
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decision,
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encounter: planned.heat
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? { heat: planned.heat, kind: skeleton.factions[0]?.kind ?? 'undead', roster: pack.rosters?.[planned.heat] ?? null }
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: null,
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hoard: planned.hoard ?? null,
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temptation,
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trigger,
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baneBeat,
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// Clues are automatic on entry; the roll buys extra. Playtest 1 lost both its clues to
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// single unopposed rolls and the motif never reached the table.
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clue: {
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automatic: fs.fragment ? `${fs.fragment} — and it was done deliberately` : null,
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extra: '[VANITY: Observation — 1 success] buys who did it, and roughly when',
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},
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failureCase: planned.role === 'threshold'
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? 'If they skip this, the ending opens with them holding nothing the bottom problem wants.'
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: 'If they skip this, move its cue fragment into the next area so the motif still completes.',
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};
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}
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/** Every area must offer a way on that is not gated. Playtest 1 died on a gate with no fallback. */
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export function fallbackRoute(area, skeleton) {
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return {
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route: `${skeleton.factions[0]?.name} will receive anyone who ${skeleton.factions[0]?.handledBy === 'courtesy' ? 'behaves as a guest' : 'offers a trade'}`,
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cost: 'one Bane on the tab, and they will expect it again',
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};
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}
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