Update planning package after Phase 0B
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# Adventure Storyteller — Media Extension Contract
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**Status:** Draft v0.1
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**Status:** v1.0 architecture contract — providers remain future/optional
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**Purpose:** Define the stable interfaces and data boundaries needed to add local image, video, and audio generation later without coupling media generation to the core story engine.
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## 1. Design Goal
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@@ -1287,13 +1287,9 @@ Open Dungeon is especially relevant for:
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- character visual continuity,
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- image workflow UX.
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During Phase 0B, inspect:
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- how scene prompts are built,
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- how images are attached to story,
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- provider coupling,
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- whether media can be separated from destructive history model.
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Phase 0B confirmed Open Dungeon should remain a media/UX reference rather than the production base. Study its local image worker protocol, scene/image attachment, and character visual-continuity ideas during the future media implementation stage if useful.
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Do not copy its persistence limitations into the core story architecture.
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Do not copy its linear/destructive persistence assumptions into the core story architecture.
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## 80. Gamentic Reuse
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@@ -1313,23 +1309,18 @@ Corvus may be useful for:
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Again, use concepts selectively.
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## 82. V1 Physical Schema Decision
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## 82. V1 Physical Schema Direction
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Open question:
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The v1 requirement is architectural compatibility, not media generation.
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Should media tables physically exist in v1?
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Required now:
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- scene snapshots,
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- stable optional visual profiles,
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- provider-neutral request/result types or equivalent interface contract.
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Recommended:
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A physical media job/asset table may be introduced in the dedicated future-media-hooks milestone if it is inexpensive and useful for schema stability. Its physical presence is an implementation detail, not a prerequisite for story functionality.
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> Include minimal media-ready schema/interfaces if inexpensive, but do not build provider implementation solely to justify them.
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Minimum useful v1 fields:
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- scene snapshot,
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- stable visual profiles,
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- media provider interface/types,
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- optional media asset table.
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Phase 0B should determine cost.
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Do not implement a provider merely to justify a table.
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## 83. V1 Required Media Readiness
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@@ -1383,20 +1374,14 @@ Pass if:
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- abandoned-branch events are not included,
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- media generation does not mutate story.
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## 87. Phase 0B Validation Questions
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## 87. Phase 0B Findings Applied
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Codex should answer:
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1. How does Open Dungeon attach generated images to story messages/scenes?
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2. Is image generation coupled to linear/destructive message history?
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3. Can its visual character continuity data be reused independently?
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4. What provider assumptions are hardcoded?
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5. Can ComfyUI/local provider calls run fully offline?
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6. Does AI-DnD already have scene-like structured state suitable for media extraction?
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7. Can scene snapshots be added without RPG schema coupling?
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8. What parts of Gamentic's provider abstraction are worth reimplementing?
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9. Should media asset tables exist in v1 or be deferred?
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10. Can media generation remain entirely optional without special-casing core story logic?
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- Open Dungeon has useful local image-generation and visual-continuity concepts, but they are not a reason to use it as the production fork.
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- The production base has no required media subsystem today; this is acceptable for v1.
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- Media must remain derived from accepted scene/story state and branch-aware.
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- Provider portability for Open Dungeon's image worker is deferred until image generation is actually scheduled.
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- Scene snapshots and visual continuity fields are sufficient near-term architecture commitments.
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- TTS/STT/video remain future providers behind the same local optional boundary.
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## 88. Acceptance Criteria for Architecture
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@@ -1410,11 +1395,11 @@ The architecture passes if:
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- provider-specific syntax stays outside Story Engine,
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- local providers can be substituted,
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- future image/video/audio/TTS types fit the output job/asset model,
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- future STT fits the same provider architecture while feeding editable draft input rather than story state,
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- future STT fits the provider architecture while feeding editable draft input rather than story state,
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- generated media never automatically becomes canon,
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- abandoned-history media remains recoverable but inactive.
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## 89. Current Recommendation
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## 89. Selected Contract
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Use this conceptual contract:
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@@ -1422,25 +1407,16 @@ Use this conceptual contract:
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Authoritative Story
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v
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Scene Snapshot
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Scene Snapshot / Scene Packet
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v
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Scene Packet
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Optional Media Coordinator
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v
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Media Coordinator
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+--> Local Image Provider
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+--> Local Video Provider
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+--> Local Audio Provider
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+--> Local TTS Provider
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v
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Media Asset + Provenance
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+--> Image Provider
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+--> Video Provider
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+--> Audio Provider
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+--> TTS Provider
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+--> STT Provider (draft input path)
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```
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The media subsystem should depend on the story engine.
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The story engine should not depend on the media subsystem.
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That one-way dependency is the most important architectural requirement in this document.
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No production media provider is required for v1.
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