Update planning package after Phase 0B
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# Adventure Storyteller — Browser UX Specification
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**Status:** Draft v0.1
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**Status:** v1.0 UX target — selected base is AI-DnD
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**Purpose:** Define the browser-based user experience for v1, including primary storytelling flow, history controls, campaign management, state inspection, imported knowledge, prompt inspection, and future media extension points.
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## 1. UX Goal
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@@ -1288,39 +1288,38 @@ If a fork contains:
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remove or hide from v1 rather than exposing confusing advanced controls.
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## 94. Candidate Reuse — AI-DnD
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## 94. Selected Base Reuse — AI-DnD
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Evaluate:
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- transcript UX,
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- alternate take controls,
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- Insights/prompt inspection,
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- story-tree UI coupling,
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- state panels.
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Retain/adapt:
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- React/Vite browser shell,
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- transcript/streaming foundation,
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- alternate-take controls where useful,
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- Insights/prompt inspection concepts,
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- existing story-history controls as the starting point.
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Goal:
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- retain strong inspection/rollback behavior,
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- simplify RPG-heavy surfaces.
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Production UX must simplify RPG-heavy surfaces and hide branch/tree implementation details behind Undo/Redo/Retry/Save Point behavior.
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## 95. Candidate Reuse — Open Dungeon
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## 95. Reference Reuse — Open Dungeon
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Evaluate:
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- main story layout,
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- interaction modes,
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- Retry/Edit UX,
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- image placement,
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- visual continuity controls.
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Use as a design reference for:
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- main story reading layout,
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- simple interaction feel,
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- Retry/Edit presentation,
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- inline image placement,
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- visual continuity concepts.
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Goal:
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- borrow product feel without adopting destructive history semantics.
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Do not port its destructive history semantics or treat its Next.js UI as a drop-in component source for the React/Vite fork.
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## 96. Candidate Reuse — ai-adventure
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## 96. Reference Reuse — ai-adventure
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Primarily architectural, not UX.
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Potential useful concepts:
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Useful concepts:
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- explicit state transparency,
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- checkpoint terminology,
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- deterministic operation.
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- checkpoint/head semantics,
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- deterministic operation and auditability.
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The browser experience remains owned by the AI-DnD-based application.
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## 97. V1 Navigation Map
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3. identifies bad source,
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4. disables/corrects it.
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## 103. Phase 0B UX Validation Questions
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## 103. Phase 0B UX Findings Applied
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Codex should answer:
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Phase 0B closed the fork-level UX questions:
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1. Which AI-DnD UI components are reusable without RPG mechanics?
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2. Can its tree/history complexity be hidden behind simple Undo/Retry UX?
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3. How mature is its Insights/context inspector?
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4. Which Open Dungeon components provide a cleaner reading/play experience?
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5. How tightly is Open Dungeon UI coupled to destructive history APIs?
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6. Can its image UI be separated cleanly?
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7. Is a right-side state/context panel practical in the chosen frontend?
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8. Which advanced surfaces can be deferred without losing inspectability?
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9. Can local-only status/model connection be made obvious?
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10. Can campaign/knowledge/export management remain simple enough for a single-user app?
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11. Can the input area reserve a clean extension point for future local STT without coupling microphone/transcription logic to story-state commits?
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- AI-DnD provides the browser shell and prompt/Insights foundation worth retaining.
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- Its tree/history complexity can be hidden behind a simple head-cursor Undo/Redo model.
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- The frontend needs an explicit Redo control and Save Point workflow.
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- RPG-specific presentation must be removed/generalized.
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- Open Dungeon remains the stronger visual reference for a focused story-reading experience and future inline media, but its UI is not directly portable and is coupled to destructive history assumptions.
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- ai-adventure contributes state/checkpoint concepts rather than browser components.
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- the input area should reserve a future local STT affordance, but transcription remains editable draft input and is not implemented in v1.
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## 104. Current Recommendation
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## 104. Selected UX Direction
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Build the browser experience around one uncluttered story screen:
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@@ -1497,6 +1492,6 @@ Save Points
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Settings
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```
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The user should be able to play for an hour without ever seeing a branch graph, database concept, embedding control, or developer diagnostic.
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The user should be able to play for an hour without seeing a branch graph, database concept, embedding control, or developer diagnostic.
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But when something goes wrong, the system should make the underlying state and context inspectable enough to explain and correct it.
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When something goes wrong, the system must make state, provenance, and context inspectable enough to explain and correct it.
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