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/`.
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# solo-journaling
A workspace for solo TTRPG journaling with an AI GM. You describe what your
character does; the agent consults the oracle, narrates the outcome, and writes
it all to a session log.
## How it works
- **You talk, the agent writes.** All files are produced by the agent. You never
need to edit anything by hand.
- **The oracle is a d6.** Yes/and, yes, yes/but, no/but, no, no/and. See
`docs/oracle.md`.
- **Games are packages.** Each game under `games/` ships its rules, spark
tables, character backgrounds, and tool scripts. See `docs/games.md`.
- **Campaigns are play state.** Each campaign under `campaigns/` holds the PC,
the world, the clocks, and the session logs, and names the game it runs.
## Getting started
```sh
pnpm install
pnpm journal games
pnpm journal new-campaign my-campaign --game generic
```
Then tell the agent to start a session. It reads `AGENTS.md` for how to run
things.
## Layout
```
AGENTS.md how the agent runs a session
docs/oracle.md oracle and table mechanics
docs/games.md the game package contract
games/<id>/ a game: rules, tables, characters, scripts
campaigns/<name>/ play data: premise, PC, world, state, sessions
packages/oracle/ dice, oracle, and CSV table engine
packages/cli/ the `journal` command
```
## Commands
```sh
pnpm journal roll sparks --campaign my-campaign
pnpm journal oracle "Is the door locked?" --complicate --campaign my-campaign
pnpm journal background --campaign my-campaign # a command from the generic game
pnpm journal dice 2d6+1
pnpm journal tables --campaign my-campaign
pnpm journal check --campaign my-campaign
pnpm journal games
```
Tables are looked up in the campaign first, then in its game, so a campaign can
override a single table without copying the rest.
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# Game packages
Each game is a self-contained package under `games/<id>/`. It owns everything
that is true about the game regardless of who is playing it: the rules, the
spark tables, the character options, and any tooling the game needs. Campaigns
own the play state and reference a game by id.
## Layout
```
games/<id>/
package.json @solo/game-<id>, type: module
index.js the manifest (default export)
game.md authoritative rules the agent reads each session
rules/ longer rulebook chapters, read on demand
tables/*.csv spark tables and complication tables
characters/ backgrounds, playbooks, starting options
scripts/ tool scripts and CLI commands
```
`package.json` should depend on `@solo/oracle` if the game's scripts need dice
or table parsing:
```json
{
"name": "@solo/game-my-game",
"version": "0.0.0",
"private": true,
"type": "module",
"main": "index.js",
"exports": { ".": "./index.js" },
"dependencies": { "@solo/oracle": "workspace:*" }
}
```
## The manifest
`index.js` default-exports the manifest. Every field is optional; the id always
comes from the directory name.
```js
export default {
id: 'my-game',
title: 'My Game',
description: 'One line about the game.',
rules: 'game.md',
commands: {
'my-command': {
description: 'What it does.',
run(args, ctx) { /* ... */ },
},
},
};
```
### Commands
Each entry in `commands` becomes a `journal <name>` subcommand, available
whenever a campaign running this game is in context. The handler receives:
- `args` — `{ positional, flags }`, already parsed.
- `ctx` — `{ root, campaignsDir, gamesDir, campaignDir, campaign, game }` plus
`ctx.findTable(name)` and `ctx.helpers` (`rollDie`, `rollExpr`, `oracle`,
`parseTable`, `rollTable`, `tableRange`, `findTable`).
Handlers may be async. Print to `console.log`; throwing exits non-zero with
`journal: <message>`.
Commands are the recommended way to ship game tooling, because the agent can
reach them through the one `journal` entry point. Standalone executables go in
`scripts/` for one-off jobs and are run with `node`.
## What lives where
| Content | Location | Reached by |
|---------|----------|------------|
| Rules summary | `game.md` | the agent, every session |
| Rulebook chapters | `rules/*.md` | the agent, on demand |
| Spark/complication tables | `tables/*.csv` | `journal roll <name>` |
| Character backgrounds | `characters/` | game commands, or the agent |
| Game tooling | `index.js`, `scripts/` | `journal <command>`, `node` |
## Table lookup
`journal roll <name>` searches the campaign's `tables/` first, then the game's.
That lets a campaign override a game table without copying the rest. Tables the
game ships are not copied into campaigns.
## Validating
`journal check --game <id>` validates the package as well as its tables:
- **errors** — overlapping table ranges, CSV parse failures, invalid or missing
`package.json`, missing game.
- **warnings** — range gaps, package name that is not `@solo/game-<id>`, missing
`"type": "module"`, missing `index.js`/`tables/`/`characters/`, missing rules
file.
It exits non-zero on errors. `journal games` additionally surfaces a manifest
that fails to load as `ERROR`. Test each table with
`journal roll <table> --game <id>` and each command with
`journal <command> --game <id>`.
```
journal check --game my-game
journal game my-game
```
## Creating a game
1. Copy `games/generic/` to `games/<id>/`.
2. Rename the package to `@solo/game-<id>` and set `id` in `index.js`.
3. Replace `game.md`, the tables, and `characters/` with the game's content.
4. Run `journal check --game <id>`, `journal games`, and `journal game <id>`.
5. Start a campaign with `journal new-campaign <name> --game <id>`.
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# Oracle and tables
## The d6 oracle
A single d6 answers yes/no questions about the world.
| d6 | Result | Meaning |
|----|--------|---------|
| 6 | **Yes, and…** | It works, and there is a fortunate extra. |
| 5 | **Yes** | It works, plainly. |
| 4 | **Yes, but…** | It works, at a cost or with a complication. |
| 3 | **No, but…** | It fails, but there is a consolation or opening. |
| 2 | **No** | It fails, plainly. |
| 1 | **No, and…** | It fails, and there is an additional setback. |
Ask one question at a time, and phrase it so both answers are interesting. The
oracle answers the world; it does not decide what the PC wants.
```
journal oracle "Is the gate locked?" --campaign ashfall
```
## Complications
The complication table supplies a twist. Roll it on `and`/`but` results, or
whenever the fiction needs one:
```
journal oracle "Is the gate locked?" --complicate --campaign ashfall
journal roll complication-themes --campaign ashfall
```
The table is resolved like any other (see below), so a campaign without its own
`complication-themes.csv` falls back to the one the game ships.
## Spark tables
Any CSV in a campaign's or game's `tables/` directory is a spark table. The
header must contain `min`, `max`, and `text`; `tags` is optional.
```csv
min,max,text,tags
1,1,"A sign of recent passage",exploration
2,2,"Something out of place",mystery
```
- `min`/`max` are inclusive integers and define the die range. `1..6` is a d6;
`1..66` reads as a d66; any contiguous range works.
- `text` is the result, quoted if it contains a comma.
- `tags` holds one or more tags separated by `;` or `|`.
### Lookup order
`journal roll <name>` searches:
1. `campaigns/<campaign>/tables/<name>.csv`
2. `games/<game>/tables/<name>.csv`
So a campaign can override a single game table without copying the rest. Use
`journal tables` to see both sources, labelled.
```
journal roll sparks --campaign ashfall
journal roll sparks --tag mystery --campaign ashfall
journal roll sparks --count 3 --campaign ashfall
journal roll sparks --game generic
```
A tagged roll picks uniformly among matching entries rather than rolling on the
range, since ranges stop being meaningful once the table is filtered.
## Validation
`journal check` parses every table for a campaign and its game, reporting
overlapping ranges and parse failures as errors, and range gaps and missing
directories as warnings.
```
journal check --campaign ashfall
journal check --game generic
```