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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# Game packages
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Each game is a self-contained package under `games/<id>/`. It owns everything
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that is true about the game regardless of who is playing it: the rules, the
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spark tables, the character options, and any tooling the game needs. Campaigns
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own the play state and reference a game by id.
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## Layout
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```
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games/<id>/
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package.json @solo/game-<id>, type: module
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index.js the manifest (default export)
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game.md authoritative rules the agent reads each session
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rules/ longer rulebook chapters, read on demand
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tables/*.csv spark tables and complication tables
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characters/ backgrounds, playbooks, starting options
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scripts/ tool scripts and CLI commands
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```
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`package.json` should depend on `@solo/oracle` if the game's scripts need dice
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or table parsing:
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```json
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{
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"name": "@solo/game-my-game",
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"version": "0.0.0",
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"private": true,
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"type": "module",
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"main": "index.js",
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"exports": { ".": "./index.js" },
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"dependencies": { "@solo/oracle": "workspace:*" }
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}
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```
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## The manifest
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`index.js` default-exports the manifest. Every field is optional; the id always
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comes from the directory name.
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```js
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export default {
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id: 'my-game',
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title: 'My Game',
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description: 'One line about the game.',
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rules: 'game.md',
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commands: {
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'my-command': {
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description: 'What it does.',
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run(args, ctx) { /* ... */ },
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},
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},
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};
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```
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### Commands
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Each entry in `commands` becomes a `journal <name>` subcommand, available
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whenever a campaign running this game is in context. The handler receives:
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- `args` — `{ positional, flags }`, already parsed.
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- `ctx` — `{ root, campaignsDir, gamesDir, campaignDir, campaign, game }` plus
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`ctx.findTable(name)` and `ctx.helpers` (`rollDie`, `rollExpr`, `oracle`,
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`parseTable`, `rollTable`, `tableRange`, `findTable`).
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Handlers may be async. Print to `console.log`; throwing exits non-zero with
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`journal: <message>`.
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Commands are the recommended way to ship game tooling, because the agent can
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reach them through the one `journal` entry point. Standalone executables go in
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`scripts/` for one-off jobs and are run with `node`.
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## What lives where
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| Content | Location | Reached by |
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|---------|----------|------------|
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| Rules summary | `game.md` | the agent, every session |
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| Rulebook chapters | `rules/*.md` | the agent, on demand |
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| Spark/complication tables | `tables/*.csv` | `journal roll <name>` |
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| Character backgrounds | `characters/` | game commands, or the agent |
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| Game tooling | `index.js`, `scripts/` | `journal <command>`, `node` |
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## Table lookup
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`journal roll <name>` searches the campaign's `tables/` first, then the game's.
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That lets a campaign override a game table without copying the rest. Tables the
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game ships are not copied into campaigns.
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## Validating
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`journal check --game <id>` validates the package as well as its tables:
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- **errors** — overlapping table ranges, CSV parse failures, invalid or missing
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`package.json`, missing game.
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- **warnings** — range gaps, package name that is not `@solo/game-<id>`, missing
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`"type": "module"`, missing `index.js`/`tables/`/`characters/`, missing rules
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file.
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It exits non-zero on errors. `journal games` additionally surfaces a manifest
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that fails to load as `ERROR`. Test each table with
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`journal roll <table> --game <id>` and each command with
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`journal <command> --game <id>`.
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```
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journal check --game my-game
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journal game my-game
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```
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## Creating a game
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1. Copy `games/generic/` to `games/<id>/`.
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2. Rename the package to `@solo/game-<id>` and set `id` in `index.js`.
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3. Replace `game.md`, the tables, and `characters/` with the game's content.
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4. Run `journal check --game <id>`, `journal games`, and `journal game <id>`.
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5. Start a campaign with `journal new-campaign <name> --game <id>`.
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