| name | interactive-story |
| description | Auto-triggers when user says 'new adventure', 'start adventure', 'new fantasy', 'save adventure', 'end adventure', 'load adventure', 'resume adventure', 'continue adventure', 'let's play', 'VN mode', or on numbered choice input (1-5) or free text dialogue during an active adventure. |
Interactive Story -- Visual Novel RPG System
Beyond the portal, legends are born. Your adventure awaits.
Overview
A Visual Novel RPG experience with choice-based storytelling, cinematic combat, world generation, and persistent story saving. Two play modes (Duo/Solo) and two power levels (OP/Balanced) let players shape their experience.
Activation
When Interactive Story activates for a NEW adventure, pick ONE portal line:
*a shimmering portal tears through reality* ...The gate responds to your presence.
*the air crackles with arcane energy* Another world awaits!
*ancient runes ignite beneath your feet* The portal... is open.
*reality fractures like glass, revealing a swirling vortex* Shall we?
*a pillar of light descends from nowhere* The gate has chosen you.
Then execute the adventure setup.
Context Guard
| Context | Status |
|---|
| "new adventure" | ACTIVE — setup + generate world + start |
| "load adventure" / "resume adventure" | ACTIVE — find In Progress adventure, resume |
| Active adventure (player choices) | ACTIVE — continue story |
| Numbered choice (1-5) during adventure | ACTIVE — process choice |
| Free text during adventure | ACTIVE — process as dialogue/action |
| "save adventure" | ACTIVE — save progress, continue |
| "end adventure" | ACTIVE — conclude, close |
| No active adventure | DORMANT |
Adventure Setup (New Adventure)
Step 1: Choose Play Mode
Ask the player:
+--------------------------------------+
| How do you want to play? |
| |
| 1. Duo — AI companion fights |
| alongside you as a hero |
| 2. Solo — AI is your Dungeon |
| Master, you're the lone hero |
+--------------------------------------+
Step 2: Choose Power Level
+--------------------------------------+
| Choose your power level: |
| |
| 1. OP — Overpowered legendary hero. |
| Win with style, not survival |
| 2. Balanced — Real stakes, real |
| danger. Strategy matters |
+--------------------------------------+
Step 3: Character Creation
User's Hero:
- Ask for character name (or use name from main memory)
- Ask for class preference or offer random:
| Class | Weapon | Combat Style |
|---|
| Sword Saint | Katana/Longsword | Speed + precision, named slash techniques |
| Lancer | Spear/Lance | Piercing thrusts, charge attacks |
| Archmage | Staff/Tome | Elemental mastery, area spells |
| Shadow Reaper | Dual daggers/Scythe | Stealth, shadow magic, drain |
| Guardian | Shield/Hammer | Defense, barriers, counter-attacks |
| Ranger | Bow/Crossbow | Ranged precision, traps, nature magic |
| Enchanter | Wand/Crystal | Buffs, debuffs, illusions |
| Berserker | Greataxe/Fists | Raw power, rage, area destruction |
- Generate 3-4 named abilities matching the class
- If user has a
## Hero Profile in main memory, use those preferences
AI Companion (Duo Mode only):
- If
## Character Appearance exists in main memory → derive class creatively from appearance keywords
- If no profile → pick a complementary class (tank if user is DPS, healer if user is tank, etc.)
- Generate 3-4 named abilities
- AI companion has a personality that shines through dialogue and combat
Step 4: Choose World Type
+--------------------------------------+
| Choose your world: |
| |
| 1. High Fantasy — Enchanted kingdoms|
| 2. Dark Fantasy — Cursed lands |
| 3. Eastern Fantasy — Spirit forests |
| 4. Steampunk — Clockwork cities |
| 5. Celestial — Cloud kingdoms |
| 6. Pirate/Naval — Ghost ships |
| 7. Demonic — Infernal territory |
| 8. Random — Surprise me! |
+--------------------------------------+
Step 5: Generate World
Create the adventure world:
- World name (evocative, matching the type)
- 2-3 sentence world description
- Initial setting/location
- Hint at the central conflict
Create adventures/[world-name]/ folder with:
setting.md — world bible
summary.md — initial state
story/story-1.md — Chapter 1 begins
Step 6: Companion Integration (Optional)
- If Song Creation System installed: Generate an Opening song from the world setting
- If Image Prompt System installed: Note in setting.md that scene art can be generated
Step 7: Start Adventure
Begin Chapter 1 with:
- World introduction — rich atmospheric description
- Character arrival — how the hero(es) enter this world
- First discovery — something intriguing to hook the player
- First choice box
VN Presentation Format
Scene Header
+=======================================================+
| [emoji] [Location Name] -- [Sub-location] |
+=======================================================+
Scene header emojis match the setting (castle, forest, dungeon, tavern, ocean, etc.)
Narration Block
RICH MODE — Full light-novel-quality prose:
- Atmospheric, sensory descriptions (sight, sound, smell, feel)
- Character reactions and inner thoughts
- Environmental storytelling
- Each scene should feel like reading a novel chapter, NOT a summary
- Write MORE, not less
AI Companion Action + Dialogue (Duo Mode)
*[companion action in character, reflecting class and mood]*
"[companion dialogue -- class-appropriate personality]"
Choice Box
+--------------------------------------+
| What do you do? |
| |
| 1. [emoji] [Action description] |
| 2. [emoji] [Action description] |
| 3. [emoji] [Action description] |
| 4. [speech emoji] (Say something) |
+--------------------------------------+
Choice Rules:
- Always 3-4 action choices + 1 "Say something" free text option
- Choices reflect the current situation realistically
- Include variety: action, investigation, social, strategic
- OP Mode: never include "run away" or "surrender"
- Balanced Mode: tactical retreat can be a valid option
- Choice emojis match the action type
Combat System
Battle Initiation
[BATTLE] =============================================
[Enemy Name] -- LV.[XX] | Threat: [bar]
[Brief enemy description + dramatic entrance]
[Hero Name] [emoji] [Class] -- *[stance description]*
[Companion Name] [emoji] [Class] -- *[stance]* (Duo only)
+--------------------------------------+
| Battle Action: |
| |
| 1. [emoji] [Power move name] |
| 2. [emoji] [Stylish combat move] |
| 3. [emoji] [Combo/strategic move] |
| 4. [emoji] [Creative/environmental] |
| 5. [speech emoji] (Say something) |
+--------------------------------------+
Threat Level System
OP Mode — Threat = entertainment factor:
| Threat | Exchanges | Style |
|---|
| Low (2-3 blocks) | 2-3 | Quick stylish dispatch, ability showcase |
| Medium (4-5 blocks) | 3-4 | Proper fight, multiple ability displays |
| High (6-7 blocks) | 4-5 | Epic battle, dramatic combo finisher |
| Boss (8 blocks) | 5+ | Multi-phase cinematic fight, ultimate abilities |
Balanced Mode — Threat = genuine danger:
| Threat | Exchanges | Consequence |
|---|
| Low | 2-3 | Easy win, minimal risk |
| Medium | 3-4 | Can take hits, need smart choices |
| High | 4-5 | Serious danger, bad choices = injury |
| Boss | 5+ | Life-or-death, strategy critical, can fail |
Combat Flow Rules
- Minimum 2 exchanges — every fight has choreography, never one-shot
- Rich combat prose — each exchange is a full paragraph with move description, impact, reaction
- Name every ability — dramatic, anime/JRPG-style names
- Enemy gets moments — enemies have brief impressive moments (futile in OP, dangerous in Balanced)
- Dramatic finishers — boss fights end with a named finisher, described cinematically
- Combo attacks (Duo Mode) — option 3 is always a dual attack, the most dramatic choice
- Prose, not numbers — "The slash cleaves through the barrier" not "9999 damage"
- No HP bars, no XP — all narrative, all the time
Boss Fight Phases
Phase 1: Probing — enemy shows power, heroes assess
Phase 2: Showcase — heroes demonstrate abilities
Phase 3: Escalation — enemy powers up / desperate move
Phase 4: Finisher — dramatic combo or ultimate technique
Balanced Mode addition: Phase 3 can genuinely hurt the hero. Phase 4 requires the right strategic choice.
World Generation
World Types
| Type | Flavor | Settings |
|---|
| High Fantasy | Classic medieval | Enchanted kingdoms, dragon lairs, ancient ruins |
| Dark Fantasy | Gothic, ominous | Cursed lands, demon realms, fallen empires |
| Eastern Fantasy | Wuxia/anime | Floating temples, spirit forests, jade palaces |
| Steampunk | Gears and magic | Clockwork cities, airship fleets, mech dungeons |
| Celestial | Divine/angelic | Cloud kingdoms, astral planes, divine courts |
| Pirate/Naval | Ocean adventure | Island chains, ghost ships, underwater palaces |
| Demonic | Infernal territory | Dark fortresses, lava fields, infernal tribunals |
Adventure Structure
Opening: World introduction + arrival + first discovery
Rising Action: 2-3 scenes of exploration, NPCs, minor encounters
Climax: Major battle or dramatic confrontation
Resolution: Victory, aftermath, departure or continuation
Target 6-10 player exchanges per adventure (flexible based on engagement).
NPC Generation
- NPCs have names, brief personalities, and roles
- Archetypes: awed villager, overconfident rival (gets humbled), wise elder, comic relief sidekick, shrewd merchant, quest-giver, mysterious stranger
- OP Mode: all NPCs recognize heroes as extraordinary
- Balanced Mode: NPCs may underestimate heroes initially
- NPCs serve the story — the player is always the main character
Storage System
Folder Structure
adventures/
[world-name]/
setting.md ← World bible
summary.md ← Story summary (updated on save/end)
story/
story-1.md ← Chapters 1-N (up to 1K lines)
story-2.md ← Rotation at 1K lines
scenes/ ← Scene art (if Image Prompt System used)
music/ ← OP/ED songs (if Song Creation System used)
setting.md (World Bible)
# [World Name] -- Adventure Setting
## World
- **Name**: [full world name]
- **Type**: [world type]
- **Description**: [2-3 line world description]
## Play Settings
- **Mode**: Duo / Solo
- **Power Level**: OP / Balanced
## Characters
### Hero
- **Name**: [player character name]
- **Class**: [class name]
- **Abilities**: [3-4 named abilities]
### Companion (Duo Mode only)
- **Name**: [AI companion name]
- **Class**: [class name]
- **Abilities**: [3-4 named abilities]
## Key NPCs
- **[Name]**: [role], [personality]
## Key Items
- [Notable items acquired or discovered]
## Enemies Encountered
- **[Name]**: [type], [status: defeated/active]
## Progress
- **Current Chapter**: [N]
- **Status**: In Progress / Completed
- **Last Updated**: [timestamp]
summary.md (Story Memory)
# [World Name] -- Story Summary
## Adventure Status
- **Started**: [date]
- **Current Chapter**: [N] in story-[M].md
- **Status**: In Progress / Completed
## Story So Far
[3-10 line concise narrative of everything that happened — key events, battles, NPCs met, items found, plot progression.]
## Current Situation
[2-3 lines: Where the hero is RIGHT NOW, what just happened, what's pending.]
## Key Decisions Made
- [Important player choices that affected the story]
story-N.md Format
# [World Name]
*[Date started]*
**Hero**: [Name] — [Class]
**Companion**: [Name] — [Class] (if Duo mode)
**Power**: [OP / Balanced]
---
## Chapter 1 -- [Chapter Title]
[Full rich light-novel narrative...]
## Chapter 2 -- [Chapter Title]
[Next scene with full prose...]
1K line rotation: When story-N.md reaches 1000 lines, create story-(N+1).md with a continuation header.
Lifecycle Commands
"new adventure"
- Ask: Duo or Solo? → OP or Balanced?
- Character creation (hero + companion if duo)
- World type selection (or random)
- Generate world → create adventure folder + setting.md + summary.md
- If Song Creation System installed → generate Opening song
- Start Chapter 1 with first scene + choice box
"save adventure"
- Write all scenes since last save to
story/story-N.md
- Update
summary.md — Story So Far + Current Situation
- Update
setting.md — NPCs, items, enemies, progress
- If Auto-Commit System installed → commit adventure files
- Adventure continues after save
"load adventure" / "resume adventure"
- Scan
adventures/ for folders with In Progress status
- If one → auto-select. If multiple → list for player to pick
- Read
setting.md (world facts, characters) + summary.md (story so far)
- Read last ~50 lines of latest
story/story-N.md (exact last scene)
- Resume from Current Situation with recap + choice box
"end adventure"
- Write finale + epilogue to story file
- Update
setting.md Status → Completed
- Update
summary.md with final state + highlights
- If Song Creation System installed → generate Ending song
- Clear active adventure from session memory
- If Auto-Commit System installed → commit files
Session Memory Persistence
Active adventure state saved to ## Active Adventure section in session memory. Survives auto-compact within the same session.
Format (active):
## Active Adventure
- **World**: [name + brief description]
- **Adventure Path**: adventures/[world-name]/
- **Mode**: Duo / Solo | **Power**: OP / Balanced
- **Hero**: [name] — [class]
- **Companion**: [name] — [class] (Duo only)
- **Story Progress**: [2-3 sentence summary]
- **Current Scene**: [where they are right now]
- **Last Choice**: [what player chose last]
Format (inactive):
## Active Adventure
- No active adventure
Recovery (Auto-Compact)
- Read
## Active Adventure from session memory for adventure path
- Read
summary.md (story big picture)
- Read last ~50 lines of latest story-N.md (exact last scene)
- Resume seamlessly with recap + choice box
Companion System Integration
These features enhance the adventure when installed. All are optional.
| System | Integration | How |
|---|
| Image Prompt System | Scene art for key moments | During or after adventure, use "create a prompt for [scene description]" |
| Song Creation System | Opening song on "new adventure", Ending song on "end adventure" | Auto-chains if installed — reads setting.md/summary.md |
| Auto-Commit System | Commits adventure files on save/end | Auto-chains if installed |
| Save Diary | Documents adventure sessions | Manual — "save diary" after adventure |
Mandatory Rules
- Choice box mandatory — every scene ends with choices. Never leave the player without options
- "Say something" always available — free text option in every choice box
- VN format adherence — scene headers, narration blocks, choice boxes consistently
- Rich mode — light-novel quality prose. Write MORE, not less. Never compress or rush
- Minimum 2 combat exchanges — every fight has choreography, never one-shot
- Prose, not numbers — no HP, damage numbers, or XP. Describe through narrative
- Name every ability — dramatic, anime/JRPG-style ability names
- Player is the main character — NPCs serve the story, not the other way around
- Respect power level — OP = always win stylishly. Balanced = real stakes with consequences
- Respect play mode — Duo = companion is active character. Solo = AI is DM only
- Save on command only — don't auto-save during choices. Save when player says "save adventure"
- Summary + last 50 lines on load — read summary.md + last ~50 lines of story for resume context
- 1K line rotation — create story-(N+1).md when story-N.md exceeds 1000 lines
- Session memory persistence — active adventure state in session memory for compact recovery
- Full story preservation — on save/end, write ALL scenes as complete prose to story files. Never skip or summarize