| name | gm-dungeon |
| description | Dungeon exploration — lightweight (narrative, default) vs structured (per-room JSON) modes, exit/obstacle handling, and ASCII map symbols. Load when the party enters a cave, ruin, or underground complex. |
Dungeon Exploration
| Mode | Best for |
|---|
| Lightweight (default) | Fast, narrative; one master location entry with internal_layout + areas_visited |
| Structured | Tactical/revisited 3+ times; separate location per room with a dungeon field + exits + state |
Lightweight flow
Enter → describe entrance + visible exits → explore (draw a map only when tactically useful, not every room) → combat by zone → on exit update master notes if significant.
Structured flow
Validate exit (exists? locked/secret?) → handle obstacle (pick/force/key; find secret via Perception) → set destination discovered/visited → gm-session.sh move "[Dungeon - Room]" → describe (2-4 sentences) + list exits + creatures.
Reward an exploration win (award spectacle XP)
An exploration breakthrough EARNS progress like a kill — disarming a deadly trap, finding the secret way, a daring escape, navigating a punishing hazard, an environmental kill. Persist before narrating: bash tools/gm-player.sh award --tier minor|major|legendary --reason "..." (kit-aware, level-scaled, co-awards followers in DCC). See gm-craft → Reward the spectacle.
ASCII map symbols
@ current · + door · # locked door · △ stairs up · ▽ stairs down · ~ secret (found) · ▓ fog of war.