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npx skills add https://github.com/SimHacker/moollm --skill party
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Motto:"You're never alone. Unless you want to be."
Key Concepts
Companions have relationships with you AND each other
Emergent creation — asking about family CREATES them
Maintenance — companions have needs too
Selection — commands directed to selected targets (zero, one, many)
Simulation State
In SIMULATION.yml:
party:members:-characters/don-hopkins/-pub/cat-cave/terpie.ymlleader:characters/don-hopkins/formation:lineselection:targets: [pub/cat-cave/terpie.yml] # Always a list
Selection targets: Characters, rooms (rooms are characters too!), objects, concepts.
Companions have relationships with you AND each other.
skill:
name: party
tier: 1
protocol: PARTY-AS-ENSEMBLE
description: |
Party management for companions, groups, and ensemble play.
Companions have relationships with you AND each other.
Asking about family/pets CREATES them!
motto: "You're never alone. Unless you want to be."
RECRUITMENT
recruitment:
methods:
ask_npcs: "Ask NPCs to join your party"
family: "Ask Mother about family members"
summon: "Summon via skill or ability"
hire: "Pay gold for mercenaries"
emergent: |
Asking about siblings/pets CREATES them!
"Do I have a sister?" → Now you do.
"What about my childhood dog?" → Dog appears in flashback/spirit.
commands:
formation:
syntax: "PARTY FORMATION [type]"
options:
line: "Single file for corridors"
circle: "Defensive, protect center"
defensive: "Tanks front, support back"
scatter: "Spread out for traps"
orders:
HOLD: "Stay in place"
FOLLOW: "Follow leader"
SCATTER: "Everyone spread out"
REGROUP: "Come back together"
individual:
syntax: "[COMPANION] [action]"
actions:
GUARD: "Protect a location/person"
SCOUT: "Explore ahead"
FETCH: "Retrieve an item"
DISTRACT: "Draw attention away"
special:
SWARM: "All companions attack target"
POSSESS: "Take direct control (mystic)"
SUMMON: "Call companion from elsewhere"
DYNAMICS
dynamics:
intra_party: |
Companions have relationships with EACH OTHER.
- Siblings may bicker
- Pets bond with certain people
- Rivals can become friends
- Romance possible
maintenance: |
Companions have needs too:
- Must be fed (hunger)
- Need rest (energy)
- Crave interaction (social)
- Can get bored (fun)
loyalty: |
Relationship with leader affects:
- Willingness to follow dangerous orders
- Combat effectiveness
- Likelihood to leave party
- Special abilities unlocked
SIMULATION STATE — Party & Selection
simulation_state:
description: |
Party and selection state lives in SIMULATION.yml (or session state).
Tracks who's in the party and who commands are directed to.
structure: |
# In SIMULATION.yml or adventure session state
party:
# References to character homes (not copies)
members:
- characters/don-hopkins/
- pub/cat-cave/terpie.yml
- characters/bumblewick-fantastipants/
leader: characters/don-hopkins/
formation: line
selection:
# Who commands are directed to (zero, one, or many)
# Always a list for consistency
targets: [] # No one selected
targets: [characters/don-hopkins/] # Self
targets: [pub/cat-cave/terpie.yml] # One companion
targets: # Multiple
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
selection_targets:
characters: "Players, NPCs, companions, pets"
rooms: "Rooms can be characters too — talk to them!"
objects: "Animist model — objects can respond"
concepts: "Abstract entities (factions, spirits)"
> HELLO
The pub itself seems to welcome you.
Warm lights flicker in greeting.
command_multiple: |
selection:
targets:
- pub/cat-cave/terpie.yml
- pub/cat-cave/stroopwafel.yml
> FOLLOW ME
Both cats look up, stretch, and pad after you.
self_selected: |
selection:
targets: [characters/don-hopkins/]
> EXAMINE
You look at yourself...
DESELECT:
syntax: "DESELECT" | "DESELECT [target]"
effect: "Clears or removes from selection.targets"
PARTY:
syntax: "PARTY"
effect: "Shows current party members and formation"
RECRUIT:
syntax: "RECRUIT [character]"
effect: "Adds to party.members"
DISMISS:
syntax: "DISMISS [character]"
effect: "Removes from party.members"
EMERGENT CREATION
emergent_creation:
principle: |
Asking about family or companions CREATES them.
The world grows to accommodate your questions.
examples:
sister: |
Player: "Do I have a sister?"
DM: Creates sister with personality, location, relationship
childhood_pet: |
Player: "What about my old dog?"
DM: Creates dog (living, spirit, or memory)
mother_help: |
Player: "Ask Mother who else can help"
Mother: Reveals cousin, old friend, or creates new NPC
integrates_with:
skill: simulation
how: "Party and selection state lives in SIMULATION.yml"