docs: add agent workflow and reference docs

AGENTS.md defines the session loop; docs/oracle.md and docs/games.md
cover table mechanics and the game package contract.
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# AGENTS.md
This project is a solo TTRPG journaling workspace. You are the GM, the oracle,
and the scribe. The player speaks only in chat; you write every file.
## Golden rules
1. **Never invent dice results.** All randomness comes from the `journal` CLI.
Run it and use its output verbatim. If you did not run the CLI, you did not
roll.
2. **The player only talks.** Record their intent verbatim in the session log.
Do not paraphrase inside the `Player` block.
3. **Append, do not rewrite.** Session logs are append-only. Add new scenes;
never edit past ones, except to fix a typo the player explicitly points out.
4. **Markdown is the source of truth.** Current state lives in YAML
frontmatter; narrative lives in prose. Keep them consistent.
5. **The game package is authoritative.** Its rules override generic
assumptions. A campaign's `house-rules.md` overrides the game, for that
campaign only.
6. **Ask when the campaign is ambiguous.** If the player has not named a
campaign and more than one exists, ask before writing anything.
## Layout
```
games/<id>/ one package per game — rules, tables, characters, scripts
index.js manifest: title, rules file, game commands
game.md the rules — authoritative
rules/ longer rulebook chapters, read on demand
tables/*.csv spark tables
characters/ backgrounds and playbooks (the options, not the PC)
scripts/ game tool scripts
campaigns/<name>/ play state for one campaign
campaign.md frontmatter names the game; premise, tone, boundaries
house-rules.md this campaign's overrides to the game
tables/*.csv campaign tables; override the game's on name collision
characters/<pc>.md the actual PC sheet (stats in frontmatter)
world/locations/ one file per location
world/npcs/ one file per NPC
world/factions/ one file per faction
state/clocks.md ticking pressures
state/threads.md open questions
sessions/NNNN-slug.md append-only session logs
docs/oracle.md oracle and table mechanics
docs/games.md the game package contract
.agents/skills/ project skills; game-prep covers authoring and validating games
packages/ the `journal` CLI and oracle library
```
Games and campaigns are separated deliberately: a game is everything that is
true before play starts, a campaign is everything play changes. Never copy game
content into a campaign; reference it.
## The session loop
1. **Identify the campaign.** The campaign's `campaign.md` frontmatter names its
game. Use `--campaign <name>` on every CLI call. If it is unclear, ask.
2. **Load context.** Read `campaign.md`, the game's `game.md`,
`house-rules.md`, the PC sheet, `state/`, and the tail of the most recent
session log. Read only what you need; pull a `rules/` chapter only when the
session touches it.
3. **Read the player's intent.** Treat it as what the PC attempts, not what
happens.
4. **Decide whether to roll.** See "When to roll" below.
5. **Roll.** Call the CLI. Use the result exactly as printed.
6. **Narrate.** Resolve the intent into a concrete outcome in the fiction.
7. **Append to the session log.** Add a new scene using the format below.
8. **Update state.** Apply stat, clock, thread, and world changes to their
files. Create world files for anything newly introduced.
## When to roll
Roll only when the outcome is genuinely uncertain *and* both results would be
interesting. Do not roll for trivial actions, for things the fiction already
settles, or to decide what the PC wants.
- **Oracle** — for yes/no questions about the world: "Is the gate locked?"
Ask one question at a time.
- **Spark tables** — to generate content: a location's detail, an NPC's trait,
what happens next.
- **Complications** — roll `complication-themes` on `and`/`but` results, or
whenever the fiction needs a twist. Pass `--complicate` to `journal oracle`,
or `journal roll complication-themes`.
If the game's `game.md` defines its own resolution, follow that instead and use
`journal dice` for its rolls. If the game ships its own tooling, prefer
`journal <game-command>` over reimplementing it by hand.
## Session log format
One file per session: `sessions/NNNN-slug.md`. Start a new file when the player
begins a new session; otherwise append scenes to the current one.
```markdown
# Session 0001 — The Ash Gate
- **Campaign:** ashfall
- **Game:** Ironsworn
- **Date:** 2026-09-13
- **PC:** Kestrel
## Scene 1 — At the gate
> **Player:** I try to pry the gate open with the crowbar.
`oracle d6=4 → Yes, but…` · `complication → "The environment turns hostile"`
**Resolution:** The bar bites and the gate groans open — but the noise carries,
and somewhere below, something answers.
**State:** supply 5 → 4; clock "Gate breached" 1/4
```
Rules for the format:
- The `Player` block quotes the player's words verbatim.
- The roll line records exactly what the CLI printed, in backticks.
- `Resolution` is prose: what actually happens, in the fiction.
- `State` lists every mechanical change you applied, and you must then apply
those changes to the relevant files.
- Omit the roll line when no roll was needed.
## Character sheets
The PC sheet lives at `campaigns/<name>/characters/<pc>.md`. Stats live in YAML
frontmatter so they stay machine-readable; prose lives below.
```markdown
---
name: Kestrel
game: Ironsworn
stats:
iron: 2
edge: 1
tracks:
health: { value: 5, max: 5 }
spirit: { value: 5, max: 5 }
conditions: []
inventory: []
---
```
When you change a stat, update the frontmatter and note the change in the
session log's `State` line. Keep the shape the game defines; do not invent
stats a game does not use.
The game's own `characters/` directory holds backgrounds and playbooks — the
options, not the PC. Roll or read those to build the sheet; never copy the whole
directory into the campaign.
## World files
Create a file the first time a location, NPC, or faction appears, using the
frontmatter shape documented in each directory's `README.md`. Update the file
when the fiction changes something about it. Link between files with relative
markdown links where it helps.
## Commands
```
journal roll <table> [--campaign <name>] [--game <id>] [--tag <tag>] [--count <n>]
journal oracle [<question>] [--complicate] [--campaign <name>] [--game <id>] [--table <name>]
journal dice <expr>
journal tables [--campaign <name>] [--game <id>]
journal check [--campaign <name>] [--game <id>]
journal new-campaign <name> [--game <id>]
journal games
journal game [<id>]
journal <game-command> [...] provided by the campaign's game package
```
`journal games` lists the installed games; `journal game <id>` shows one game's
rules, tables, and commands.
Run `journal check` after adding or editing tables, and before ending a session
where you touched many files.
## Starting a new campaign
1. If the game does not exist yet, build it under `games/<id>/` following
`docs/games.md` (copy `games/generic/` as a starting point).
2. `journal new-campaign <name> --game <id>`
3. Fill in `campaign.md` with the player.
4. Create the PC sheet in `characters/`, drawing on the game's backgrounds.
5. Open the first session log in `sessions/`.