Harden the state-emit rule to reduce under-reporting
Rewrite the global emit rule to be directive: treat narration as authoritative and record numeric changes (damage, healing, time, emotion shifts, fights intensifying), not just easy on/off flags — updating every stat the scene affected. Also firm up the demo scenario's AI instructions to reflect combat outcomes in the numbers each turn. Helps weaker free models emit numeric deltas; the emit rule applies live so all RPG adventures benefit immediately. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Claude Opus 4.8
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"prompt": "Dawn breaks grey over the treeline as you and Gwen crouch at the edge of the bandit camp. Smoke curls from a dying fire; three bedrolls lie empty. Somewhere ahead, the stolen caravan strongbox waits.\n\nGwen checks her bowstring and looks to you. \"Quiet, or loud?\"",
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"memory": "The player and Gwen, a loyal ranger ally, are raiding a bandit camp to recover a stolen strongbox. The player is a capable adventurer. This is a dangerous but winnable encounter.",
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"authors_note": "Keep it tense and consequential. Reckless moves should cost health; clever ones should pay off. Gwen reacts to how the player treats her.",
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"ai_instructions": "Write in second person, present tense. End each reply where the player can act. Let the world state guide the fiction — if the player is badly hurt, show it.",
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"ai_instructions": "Write in second person, present tense. End each reply where the player can act. Let the world state guide the fiction — if the player is badly hurt, show it. In any fight, reflect the outcome in the numbers every turn: reduce the health of whoever is struck, raise the bandit leader's aggression as he is pressed, and adjust Gwen's trust based on how the player treats her.",
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"tags": "demo, rpg, world-state, combat, short",
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"stat_schema": {
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"world": {
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