Add Phase 12: native RPG world state
Structured world/player/NPC stats, two-way flags, and sticky milestones per scenario (stat_schema). The AI proposes a per-turn delta; a Python engine referees it (clamp to min/max, per-turn cap, cooldown, counters). Band word-labels plus a fixed stat guide (descriptions + full ranges) keep the model grounded. World State drawer + Insights delta report; undo/retry roll it back via the Phase 11 snapshot pattern. - migrations 26-28 (scenarios.stat_schema, adventures.world_state, actions.world_state_before); all nullable, additive, safe on existing rows - migration 29 raises the default context budget 4096 -> 16384 (custom values preserved) - seeded demo scenario 04-rpg-world-state.json (Bandit Camp) - 19 new tests (33 total pass) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -100,3 +100,12 @@ Open questions are recorded at the top of each phase file under "Ask before impl
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serving, database decision.
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10. **[Phase 10 — Deploy & publish](10-phase-deploy.md)**: Render blueprint + deploy, seeded
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demo scenarios, live smoke test, resume/website links and blurb.
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## Post-launch
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- **[State revert + retry fix](11-state-revert-and-retry-fix.md)**: undo/retry roll the shared
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`script_state` back; per-action `state_before` snapshots; undo concurrency lock.
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- **[Phase 12 — RPG world state](12-phase-rpg-world-state.md)**: structured world/player/NPC stats
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+ milestones per scenario (`stat_schema`); the AI proposes deltas, a Python engine clamps them
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(min/max, per-turn cap, cooldown, sticky milestones); band descriptions keep the model honest;
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World State drawer + Insights delta report; reuses the Phase 11 undo/retry snapshot.
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