Files
vanity-delve/core/beat.mjs
T
tevansandClaude Opus 5 ee1183e897 Motif-scope the decisions and temptations
The review's sharpest finding was that the fiction cohered but the things in
the rooms did not belong to it: only the motif cue fragment was projected, while
decisions and temptations came from global pools. The output was a consistent
wrapper around generic room furniture.

Both now live under motifs.<id> — 6 decisions and 5 temptations each, 88
authored entries across 8 motifs. A `keeping` delve offers a flower that has not
wilted and a room you may search or leave exactly as you found it; a
`precedence` delve offers a corridor that will not let two walk abreast.

Two bugs surfaced while wiring it, both the same shape as one fixed earlier for
cue fragments: decisions and temptations were picked independently per area
rather than dealt, so a pool of 3 repeated a temptation in 75 of 80 test delves.
Both are now dealt without replacement.

Where a long delve outruns its motif pool, decisions top up from the generic
pool but temptations do not. A generic relic breaks the fiction; a repeated one
only looks thin.

Tests 11 -> 15: motif provenance for both pools, and no repeats at 6 and 9 areas.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 07:48:05 +01:00

74 lines
3.4 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 }) {
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),
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',
};
}