| name | implement-gameplay-narrative |
| description | Implement deterministic facts, knowledge boundaries, relationships, dialogue, quests, scenes, and actor campaigns in a standalone game. Use for the narrative-execution phase only. |
Implement narrative execution
Scope
Implement only G13 deterministic execution of authored facts, knowledge,
relationships, dialogue, quests, scenes, and personal campaigns. Do not author
content or implement economy/living-world reducers or presentation.
Inputs
- Absolute
FORGE_ROOT and external GAME_ROOT with passing G04/G10-G12 gates.
- Current source-tree/runtime/platform/catalog hashes and G13 writable surface.
- Selected world ID, release ID, and verified bundle hash for G13 fixtures.
- Validated narrative IDs, graphs, conditions, effects, and knowledge boundaries.
- Explicit ordering, ownership, reachability, failure, and softlock policies.
Outputs
- Game-owned narrative composition/extensions and typed narrative events/views.
- Focused knowledge, reachability, ownership, time-window, softlock, and replay tests.
- Forge-owned G13 completion record outside
GAME_ROOT.
Invariants
- Keep
src/isoworld, locks, bundles, and authored prose immutable.
- Evaluate authoritative state deterministically and never expose global knowledge.
- Never generate prose at runtime or call an LLM; UI, portraits, voice, and effects
belong to G24/G23/G25/G21.
- Never copy
AGENTS.md, .agents, Forge skills, or phase evidence into GAME_ROOT.
Workflow
- Read the narrative gate in
docs/GAME_IMPLEMENTATION_PHASES.md.
- Load only validated worldpack narrative IDs and typed cross-references.
- Evaluate conditions against authoritative state with stable ordering.
- Enforce who knows each fact; never expose global knowledge through dialogue.
- Emit typed dialogue, quest, scene, and campaign events for presentation.
- Test unreachable nodes, time windows, softlocks, campaign ownership, and replay.
Completion
Complete when all declared narrative graphs are reachable or intentionally
terminal, knowledge boundaries and ownership hold, no tested route softlocks,
replay hashes match, and focused/headless tests plus the audit pass. If the
vendored runtime already meets G13, verify it without duplicating it in game code.