Closes M4. The review's three findings are fixed, the durability rule the specification always implied is now enforced, and M3's and M4's browser behaviour has been verified in a real browser for the first time. B-1 -- the Save Point list was an N+1 that loaded whole Action rows, narration included, to answer "does a row exist here". It is now one bulk two-column coordinate query plus one lineage: 53 SELECTs for 25 Save Points became 5, and the count no longer grows with the list. The clause is an OR of exact (branch, depth) pairs rather than two IN lists, because the cross product would report a Save Point resolved on the strength of another one's depth existing on this one's branch. A test builds exactly that trap. B-2 -- reclassified during closeout from "missing warning" to a behaviour defect, and fixed as one. STORY-BRANCH-SEMANTICS §19 says a named checkpoint remains until explicitly deleted, and §28 already required future cleanup to retain checkpoint-referenced paths; a cascade that silently removed Save Points with a branch violated both, and a warning would only have documented the violation. A branch a Save Point names can no longer be deleted. The request is refused with the offending Save Points named, the user deletes them explicitly -- which deletes no story -- and the branch then goes. The scope is the subtree, because deleting a branch takes its descendants. Both delete controls disable and explain. Recorded as a new §19.1; models.py, TECHNICAL-DESIGN §8.8 and DATA-MODEL §8 had all recorded the cascade as the rule and now record the refusal. An earlier pass in this same closeout had kept the cascade and added a warning. That was the wrong fix and its tests were replaced rather than left standing, since they pinned the defect. B-3 -- the D11/L03 automation never left one process, so it could not distinguish durable state from a live Python object. It now spawns real server processes, kills the first, and reads the campaign back with the second. C-5 -- creating a Save Point takes the campaign's turn lock. "Save where I am" has to name one committed position, and the head is what a turn in flight is about to move. Rename and Delete deliberately do not take it. The architecture is untouched: a Save Point is still name + note + (branch, depth), and restore is still coordinate -> head.move_to_node -> head.move_to -> attempts.restore_state. No second restore path, no state copied into a checkpoint, no fork on restore. Browser verification -- the first in this project, and it covers both milestones. Firefox 154.0.1 through geckodriver over the W3C WebDriver protocol, driving the rendered DOM: 47/47 checks, twice, on independent databases, no console errors. M3's Undo/Redo enable states, transcript movement, Retry and the take pager, divergence retiring Redo; M4's whole Save Point lifecycle, both confirmations, and the new branch-delete refusal including its recovery. No dependency was added: the WebDriver client is stdlib HTTP. No application defect was found by the browser. Four failures occurred, all in the harness -- a wrong SPA route, a wait comparing transcript length when the empty-story placeholder is longer than the first turn, a fixture deleting the branch it was reading, and a reload assertion that sampled once instead of waiting. The last was checked against the app before being called a harness bug. Tests: 698 backend pass (was 680), 60 M4, 94 M3 history, 66 export/ migrations, 93 security/local-only. Frontend lint and build clean, Docker build clean, loopback binding unchanged. No assertion weakened, no skip added. Planning: STORY-BRANCH-SEMANTICS §19.1 is the only behavioural change and it strengthens §19. V1-ACCEPTANCE-TESTS records D11-D14, I04, L03 and the E-series, keeping automated, live-runtime and browser evidence distinct, and weakens no pass condition. DATA-MODEL records the coordinate with the retry measurement that settles it. BROWSER-UX-SPEC rules for Moment over Turn. BUILD-MILESTONES marks M4 COMPLETE, closes M3's browser condition, and lists what M5 inherits. VERSION adds v2.6. No new ADR: ADR 005 already decides that history is preserved rather than overwritten, and §19.1 is that decision applied to checkpoint-referenced history. M4 is closed. M5 may now be briefed; it has not been started. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
865 lines
25 KiB
Markdown
865 lines
25 KiB
Markdown
# Adventure Storyteller — Data Model
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**Status:** v1.0 conceptual model aligned to Phase 0B decisions
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**Purpose:** Define the persistent information the application must represent, independent of the final fork or database implementation.
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## 1. Design Goals
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The data model must support persistent interactive stories, complete authoritative history, non-destructive branching, checkpoints and rollback, genre-independent narrative state, long-term memory, imported local knowledge, prompt/context provenance, future image/video/audio/TTS/STT generation, export/restore, and local-only operation.
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The same core schema should work for fantasy, science fiction, mystery, horror, historical fiction, westerns, and other narrative genres.
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## 2. Core Principles
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### 2.1 Application-owned authority
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The database is the source of truth. The model may propose narration and state changes, but those proposals become authoritative only after application validation.
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### 2.2 Non-destructive history
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Accepted turns are historical records. Going backward should move the active story head or create a branch, not silently delete accepted history.
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### 2.3 Historical reconstruction
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The system must answer both:
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- What is true now?
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- What was true at a particular earlier turn on a particular branch?
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### 2.4 Genre neutrality
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Avoid fantasy- or science-fiction-specific core fields. Use generic concepts such as characters, locations, organizations, items, vehicles, facts, relationships, conditions, scenes, and story threads.
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## 3. Conceptual Entity Map
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```text
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Campaign
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├── Branches
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│ └── Turns
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│ ├── Prompt Snapshot
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│ ├── State Version
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│ ├── Scene Snapshot
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│ └── Retrieval Records
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├── Checkpoints
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├── Narrative Entities
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├── Facts
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├── Relationships
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├── Story Threads
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├── Memories
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├── Summaries
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├── Knowledge Sources
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│ └── Knowledge Chunks
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└── Media
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├── Media Jobs
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└── Media Assets
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```
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The exact SQL schema may differ from this conceptual model.
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## 4. Campaign
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A campaign is the top-level story container.
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```yaml
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campaign:
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id: uuid
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title: string
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created_at: timestamp
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updated_at: timestamp
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active_branch_id: uuid
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active_head_turn_id: optional uuid
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status: active | archived
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story_profile:
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genre: string
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subgenre: optional string
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tone: optional string
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style: optional string
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point_of_view: optional string
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tense: optional string
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```
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The active head is **stored on the campaign, not derived** from its newest turn.
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This is the concept M3 implemented; the current implementation carries it as a
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branch reference plus a depth on that branch rather than as a turn id, which is
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an equivalent coordinate and is what the export format records. What matters
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conceptually is that the position is a decision the campaign remembers: two
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campaigns holding identical turns can be being read at different places, and
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nothing about the turns themselves can tell them apart.
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Campaigns also store durable narrator rules and model configuration.
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Potential model roles:
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- narrator,
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- state extractor,
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- summarizer,
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- embedding model.
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For v1, all model roles should use local Ollama-compatible models.
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## 5. Branch
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A branch represents one valid continuation of story history.
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```yaml
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branch:
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id: uuid
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campaign_id: uuid
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name: string
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created_at: timestamp
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created_from_branch_id: optional uuid
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fork_turn_id: optional uuid
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tip_turn_id: optional uuid
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disposition: active | retained | disposable
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status: active | archived
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```
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Rules:
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- branches may share ancestral turns,
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- shared history should not be duplicated unnecessarily,
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- creating a branch must not modify the source branch,
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- the campaign active head may sit behind the retained branch tip after Undo,
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- Redo moves the active head forward while the prior continuation remains selected,
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- a new write below the retained tip creates a new continuation and leaves the old future retained/disposable.
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`disposition` above is conceptual. As implemented in M3 it is stored as **the
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fact that produced it** rather than as a word: a branch records the depth a
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divergent write left it at, and when. No value means active; a value means the
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story past that depth is retained history no active head is reading. The
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shallowest departure wins if a branch is left more than once.
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Two properties of that representation are deliberate and worth carrying in this
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document:
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- **Nothing reads it to decide behavior.** Whether Redo is available, what the
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transcript shows, and which continuation a write belongs to are all decided by
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the lineage. A stale or hand-edited disposition therefore cannot make the story
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wrong; it can only mislead a cleanup or recovery feature about what is
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abandoned.
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- **It survives export and import.** Every row of an abandoned line is exported
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either way, so the disposition is the only thing distinguishing it from an
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active one in a restored campaign.
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Detailed behavior will be defined separately in `STORY-BRANCH-SEMANTICS.md`;
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the architecture is recorded in ADR 012.
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## 6. Turn
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A turn is one accepted story interaction:
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```text
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user input -> narrator response -> accepted state transition
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```
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```yaml
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turn:
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id: uuid
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campaign_id: uuid
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branch_id: uuid
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parent_turn_id: optional uuid
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created_at: timestamp
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input:
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mode: action | dialogue | direction | continue
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text: string
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output:
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narration: string
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generation:
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provider: ollama
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model: string
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generation_settings: object
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prompt_snapshot_id: uuid
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state_before_id: uuid
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state_after_id: uuid
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scene_snapshot_id: optional uuid
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status: pending | accepted | failed | superseded
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```
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The root turn has no parent.
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An accepted historical turn should not silently disappear if another continuation is chosen.
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## 7. Alternate Take
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The system may need to distinguish:
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- a different narrator response to the same user action,
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- a genuinely different story branch.
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Conceptual form:
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```yaml
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take:
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id: uuid
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turn_request_id: uuid
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output_text: string
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model_metadata: object
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selected: boolean
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```
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Physical representation remains implementation-specific. The selected AI-DnD base already models alternate takes within its lineage machinery; production should retain that approach if it satisfies the required Retry/select/retention semantics without forcing a separate table.
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## 8. Checkpoint
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```yaml
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checkpoint:
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id: uuid
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campaign_id: uuid
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turn_id: uuid
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name: string
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notes: optional string
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created_at: timestamp
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```
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A checkpoint is a named pointer to a recoverable story position. It should normally remain tied to the turn where it was created. Restoring it moves the campaign active head; it does not delete later retained history. A new branch is created on the first divergent write after restore, not merely because the checkpoint was opened.
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As implemented in M4, the pointer is a **coordinate rather than a turn id**:
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`(branch_id, depth)`, which is the same pair §4 records as the campaign's active
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head and which `head.node_at` resolves. This is the equivalence §4 already draws
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between a turn reference and a branch-plus-depth, applied to the same position
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from the other end, and it is not a shortcut — it is the more correct pointer of
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the two for this data model:
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- **A coordinate follows a retry; a row id does not.** One coordinate holds
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every attempt at a turn and exactly one of them is live (§7). A Save Point
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names the turn, so it must land on whichever take the story currently tells.
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Pinning the row would leave the pointer on a superseded attempt the reader
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cannot see.
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- **The user-facing term is Save Point**; `checkpoint` remains the internal name
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(`BROWSER-UX-SPEC.md` §23).
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The row carries the name, an optional note, the coordinate, and its timestamps.
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It carries **no** copy of the transcript, the state, the prompt, a memory, a
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summary, or a branch's contents. Everything a restore produces comes from the
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retained history the coordinate points into.
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The retry case is what settles the coordinate-versus-turn-id question, and M4
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closeout measured it rather than arguing it. A Save Point named a turn whose
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live row was id 17; retrying that turn made id 17 dead and id 18 live at the
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same coordinate; the Save Point resolved to id 18 and restored correctly. A row
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id would have pinned a take the story no longer tells. **A Save Point names a
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story position, not a particular take of it.**
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Three further properties of the implemented model, recorded so they are decided
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rather than incidental:
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- **Names are not unique**, and nothing requires them to be. No product
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requirement asks for uniqueness, and two names for one moment is a reasonable
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thing for a player to want.
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- **Several Save Points may name the same position.** Same reason.
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- **Ordinary list presentation is newest-created first.** Story order is not
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something the list can honestly claim: depths on lines that have parted
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company are not comparable, so ordering by depth would draw a sequence that no
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reading of the story passes through. When each was made is a fact about all of
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them.
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None of this is genre-specific. A coordinate is a position in a story; what the
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state at that position *contains* is M5's question, and changing it does not
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change what a Save Point is.
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Two consequences worth recording here:
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- **Restore reuses the campaign's one head-movement mechanism.** It resolves the
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coordinate and moves the head; nothing is reconstructed and nothing is
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deleted. The branch half of the head moves only when the coordinate is not on
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the path being read, which is what makes a Save Point on a departed line
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restorable at all — and what keeps a Save Point in a shared prefix from
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dragging the reader off the line they chose. See `TECHNICAL-DESIGN.md` §8.8.
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- **A checkpoint is durable against everything but its own explicit deletion.**
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No pass removes one for going stale, sitting behind the head, or naming a line
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the story left (`STORY-BRANCH-SEMANTICS.md` §19). Deleting a *branch* does not
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remove one either: the deletion is refused while a checkpoint names any
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position in the subtree, and the user deletes the checkpoint first
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(§19.1). Deleting the whole campaign removes them, which is what deleting a
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campaign means.
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## 9. Narrative Entity
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An entity is a persistent thing or concept in the fictional world.
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```yaml
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entity:
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id: uuid
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campaign_id: uuid
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type: string
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name: string
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aliases: [string]
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description: string
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status: active | inactive | destroyed | dead | unknown
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created_turn_id: optional uuid
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metadata: object
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```
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Recommended built-in categories:
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- character,
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- location,
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- organization,
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- item,
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- vehicle,
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- creature,
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- structure,
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- concept,
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- other.
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These are descriptive categories, not separate game systems.
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## 10. Character
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```yaml
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character:
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entity_id: uuid
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role: optional string
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description: string
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current_location_id: optional uuid
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condition: [string]
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personality_notes: [string]
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goals: [string]
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secrets: [string]
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```
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Optional visual continuity fields:
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```yaml
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visual_profile:
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apparent_age: optional string
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build: optional string
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hair: optional string
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eyes: optional string
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clothing: optional string
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distinctive_features: [string]
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continuity_notes: [string]
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```
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## 11. Location
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```yaml
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location:
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entity_id: uuid
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description: string
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parent_location_id: optional uuid
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current_status: optional string
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visual_profile:
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architecture: optional string
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environment: optional string
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lighting: optional string
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signature_features: [string]
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continuity_notes: [string]
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```
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## 12. Organization
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Organizations may represent factions, governments, companies, guilds, military units, religious organizations, or informal groups.
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```yaml
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organization:
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entity_id: uuid
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purpose: optional string
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current_status: optional string
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```
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Specific characteristics should usually live in facts and relationships.
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## 13. Items and Vehicles
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Items and vehicles remain generic entities.
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Examples:
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- silver key,
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- longsword,
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- encrypted data crystal,
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- survey ship,
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- horse-drawn carriage.
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Possession and location should normally be represented as relationships or facts:
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```text
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Aldric --possesses--> Silver Key
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Persephone --docked_at--> Ceres Station
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```
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## 14. Fact
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Facts represent assertions about the story world.
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```yaml
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fact:
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id: uuid
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campaign_id: uuid
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subject_entity_id: optional uuid
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predicate: string
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object_entity_id: optional uuid
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value: optional scalar_or_object
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authority: string
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source_type: string
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source_id: optional uuid
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created_turn_id: optional uuid
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invalidated_turn_id: optional uuid
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status: active | superseded | disputed
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```
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Examples:
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- Mara knows Aldric has the silver key.
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- The Persephone cannot travel faster than light.
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- Edrin disappeared three weeks before the campaign began.
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- The eastern bridge collapsed during Turn 47.
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Minimum authority categories:
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- campaign_canon,
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- accepted_story,
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- current_state,
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- imported_canon,
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- reference,
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- heuristic,
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- inspiration.
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Exact context behavior will be defined in `CONTEXT-AND-MEMORY.md`.
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## 15. Relationship
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```yaml
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relationship:
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id: uuid
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campaign_id: uuid
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source_entity_id: uuid
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target_entity_id: uuid
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type: string
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status: string
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description: optional string
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created_turn_id: optional uuid
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ended_turn_id: optional uuid
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```
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Examples:
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- Aldric -> trusts -> Mara
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- Mara -> member_of -> Circle of Ash
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- Silver Key -> belongs_to -> Aldric
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- Persephone -> docked_at -> Ceres Station
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Relationship types should remain extensible.
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## 16. Story Thread
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Story threads track unresolved or resolved narrative business.
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```yaml
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story_thread:
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id: uuid
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campaign_id: uuid
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title: string
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description: string
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status: open | dormant | resolved | abandoned
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importance: optional number_or_label
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opened_turn_id: optional uuid
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resolved_turn_id: optional uuid
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```
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These are narrative continuity tools, not RPG quests.
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## 17. State Version
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The system must reconstruct authoritative state at any retained turn.
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```yaml
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state_version:
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id: uuid
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campaign_id: uuid
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turn_id: optional uuid
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parent_state_version_id: optional uuid
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created_at: timestamp
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state_hash: optional string
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```
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Possible implementation models:
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### A. Full snapshots
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Simple restore, but duplicates data.
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### B. Event sourcing
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Excellent auditability, but requires replay.
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### C. Hybrid
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Validated events plus periodic/current snapshots.
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**Selected for v1: Hybrid.** Store validated authoritative events plus efficient state snapshots/cache for normal reads and restore.
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## 18. State Change Event
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If the hybrid/event model is selected:
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```yaml
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state_event:
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id: uuid
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campaign_id: uuid
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turn_id: uuid
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event_type: string
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payload: object
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sequence: integer
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```
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Potential event types:
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- entity_created,
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- set_entity_status,
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- set_entity_attribute,
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- fact_added,
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- fact_invalidated,
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- relationship_added,
|
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- relationship_ended,
|
|
- thread_opened,
|
|
- thread_resolved,
|
|
- current_location_set,
|
|
- possession_set,
|
|
- scene_set.
|
|
|
|
Event semantics must be explicit and typed. Prefer unambiguous absolute assignments for mutable values. If incremental operations are ever needed, encode the operation explicitly (for example `increment_value`) rather than relying on one numeric field whose interpretation is implicit.
|
|
|
|
Events must be schema-validated, semantically checked where deterministic rules exist, and accepted by the application before commit.
|
|
|
|
## 19. State Proposal
|
|
|
|
The model's extracted state proposal must be distinct from accepted state.
|
|
|
|
```yaml
|
|
state_proposal:
|
|
id: uuid
|
|
turn_id: uuid
|
|
model: string
|
|
raw_output: string
|
|
parsed_payload: object
|
|
validation_status: accepted | partially_accepted | rejected | repair_required
|
|
```
|
|
|
|
The model must never write directly to authoritative state tables. The production protocol must not depend on AI-DnD-style ambiguous relative deltas; see ADR 010.
|
|
|
|
## 20. Scene Snapshot
|
|
|
|
A scene snapshot captures the immediate narrative situation.
|
|
|
|
```yaml
|
|
scene:
|
|
id: uuid
|
|
campaign_id: uuid
|
|
branch_id: uuid
|
|
source_turn_start_id: optional uuid
|
|
source_turn_end_id: optional uuid
|
|
location_id: optional uuid
|
|
time_description: optional string
|
|
mood: optional string
|
|
environment: optional string
|
|
participants: [uuid]
|
|
significant_objects: [uuid]
|
|
current_actions: [string]
|
|
visual_notes: [string]
|
|
continuity_notes: [string]
|
|
```
|
|
|
|
Scene snapshots support:
|
|
- current context,
|
|
- narrative continuity,
|
|
- future image generation,
|
|
- future multi-turn video/storyboard generation.
|
|
|
|
## 21. Summary
|
|
|
|
Summaries compress history but never replace authoritative history.
|
|
|
|
```yaml
|
|
summary:
|
|
id: uuid
|
|
campaign_id: uuid
|
|
branch_id: uuid
|
|
type: campaign | arc | rolling | turn_range
|
|
source_start_turn_id: uuid
|
|
source_end_turn_id: uuid
|
|
text: string
|
|
created_at: timestamp
|
|
model: optional string
|
|
```
|
|
|
|
Summaries are derived data. Branch changes must invalidate or lineage-filter incompatible summaries.
|
|
|
|
## 22. Memory
|
|
|
|
```yaml
|
|
memory:
|
|
id: uuid
|
|
campaign_id: uuid
|
|
branch_scope: optional uuid
|
|
source_turn_id: optional uuid
|
|
type: string
|
|
text: string
|
|
authority: string
|
|
importance: optional number
|
|
embedding_ref: optional string
|
|
created_at: timestamp
|
|
```
|
|
|
|
Potential types:
|
|
- event,
|
|
- character,
|
|
- relationship,
|
|
- location,
|
|
- promise,
|
|
- discovery,
|
|
- conflict,
|
|
- heuristic.
|
|
|
|
A retrieved memory does not automatically become canon.
|
|
|
|
## 23. Knowledge Source
|
|
|
|
A knowledge source is a user-imported local file or manually authored campaign document.
|
|
|
|
```yaml
|
|
knowledge_source:
|
|
id: uuid
|
|
campaign_id: optional uuid
|
|
title: string
|
|
source_type: file | manual
|
|
classification: canon | reference | inspiration
|
|
original_filename: optional string
|
|
content_hash: string
|
|
enabled: boolean
|
|
imported_at: timestamp
|
|
metadata: object
|
|
```
|
|
|
|
Initial supported file types should be `.txt` and `.md`.
|
|
|
|
## 24. Knowledge Chunk
|
|
|
|
```yaml
|
|
knowledge_chunk:
|
|
id: uuid
|
|
source_id: uuid
|
|
sequence: integer
|
|
text: string
|
|
heading_path: optional string
|
|
token_count: optional integer
|
|
embedding_ref: optional string
|
|
metadata: object
|
|
```
|
|
|
|
Requirements:
|
|
- preserve provenance,
|
|
- preserve chunk order,
|
|
- permit re-indexing,
|
|
- never execute imported content.
|
|
|
|
## 25. Retrieval Record
|
|
|
|
Every turn should record which memories or knowledge chunks were supplied to the narrator.
|
|
|
|
```yaml
|
|
retrieval_record:
|
|
id: uuid
|
|
turn_id: uuid
|
|
source_kind: memory | knowledge | summary | fact
|
|
source_id: uuid
|
|
retrieval_method: lexical | semantic | hybrid | forced
|
|
score: optional number
|
|
rank: integer
|
|
```
|
|
|
|
This lets the prompt inspector answer:
|
|
|
|
> Why did the narrator know this?
|
|
|
|
## 26. Prompt Snapshot
|
|
|
|
```yaml
|
|
prompt_snapshot:
|
|
id: uuid
|
|
turn_id: uuid
|
|
created_at: timestamp
|
|
system_instructions: text
|
|
campaign_context: text_or_structured
|
|
state_context: text_or_structured
|
|
summary_context: text_or_structured
|
|
memory_context: text_or_structured
|
|
knowledge_context: text_or_structured
|
|
recent_history: text_or_structured
|
|
user_input: text
|
|
token_accounting: object
|
|
```
|
|
|
|
The physical representation may be compressed or normalized. Reproducibility and inspection are the requirements.
|
|
|
|
## 27. Media Job
|
|
|
|
Not required for v1 behavior, but the data model should not prevent it.
|
|
|
|
```yaml
|
|
media_job:
|
|
id: uuid
|
|
campaign_id: uuid
|
|
scene_id: optional uuid
|
|
source_turn_start_id: optional uuid
|
|
source_turn_end_id: optional uuid
|
|
type: image | video | audio | tts | stt
|
|
provider: string
|
|
model: string
|
|
status: queued | running | completed | failed
|
|
request_payload: object
|
|
created_at: timestamp
|
|
completed_at: optional timestamp
|
|
```
|
|
|
|
## 28. Media Asset
|
|
|
|
```yaml
|
|
media_asset:
|
|
id: uuid
|
|
campaign_id: uuid
|
|
media_job_id: optional uuid
|
|
scene_id: optional uuid
|
|
type: image | video | audio | tts | stt
|
|
file_path: string
|
|
metadata: object
|
|
created_at: timestamp
|
|
```
|
|
|
|
Potential metadata includes prompt, seed, model, workflow, dimensions, duration, character references, and source turn range.
|
|
|
|
## 29. Export Package
|
|
|
|
A campaign export should be capable of preserving:
|
|
|
|
- campaign configuration,
|
|
- branches,
|
|
- turn graph,
|
|
- checkpoints,
|
|
- state/events,
|
|
- entities,
|
|
- facts,
|
|
- relationships,
|
|
- story threads,
|
|
- summaries,
|
|
- memories,
|
|
- scene snapshots,
|
|
- knowledge-source metadata,
|
|
- knowledge chunks/source files if selected,
|
|
- prompt provenance if selected,
|
|
- media metadata,
|
|
- media files if selected.
|
|
|
|
The physical container format remains an implementation choice, but the export must preserve the exact active branch **and active head position**, even when the head is behind a retained tip after Undo. A ZIP containing a database plus manifest remains a strong candidate.
|
|
|
|
As implemented in M3, the export carries the active branch, the active head
|
|
position on it, and each branch's disposition, alongside the whole retained turn
|
|
graph. **M4 added the checkpoints**, by the same rule: a position someone chose
|
|
to name cannot be recomputed from the turns, because nothing about a turn records
|
|
that it was bookmarked. The head and the checkpoints stay independent on import —
|
|
a campaign opens where its head says, never at a checkpoint merely because one is
|
|
in the file. The governing rule for this package is that an export carries what was
|
|
*chosen* and recomputes what is *derived* — and the active head moved from the
|
|
second category to the first, because once Undo stops deleting, two campaigns
|
|
with identical turns can be being read at different positions and no import can
|
|
tell which. An export written before the field existed is opened at its retained
|
|
tip, which is the position such a file recorded.
|
|
|
|
## 30. Deletion vs Archival
|
|
|
|
The system must distinguish:
|
|
- archive,
|
|
- detach/disable,
|
|
- permanent delete.
|
|
|
|
Retry, Undo, Restore, and branch switching must not silently perform permanent deletion.
|
|
|
|
## 31. Authoritative vs Derived Data
|
|
|
|
### Authoritative
|
|
- accepted turns,
|
|
- branch lineage,
|
|
- campaign configuration,
|
|
- accepted facts,
|
|
- accepted relationships,
|
|
- accepted state events,
|
|
- checkpoints.
|
|
|
|
### Derived
|
|
- summaries,
|
|
- embeddings,
|
|
- semantic indexes,
|
|
- lexical indexes,
|
|
- some automatically produced scene descriptions.
|
|
|
|
Derived data should be rebuildable where practical.
|
|
|
|
## 32. Provenance
|
|
|
|
Important information should answer:
|
|
|
|
> Where did this come from?
|
|
|
|
Potential provenance:
|
|
- campaign setup,
|
|
- manual user edit,
|
|
- accepted narrator turn,
|
|
- state extraction,
|
|
- imported canon,
|
|
- imported reference,
|
|
- imported inspiration,
|
|
- derived inference.
|
|
|
|
## 33. Phase 0B Decisions Applied
|
|
|
|
Phase 0B resolved the foundational data-model questions:
|
|
|
|
- AI-DnD story lineage/alternate-take machinery is the production starting point.
|
|
- The active head is distinct from retained tip history.
|
|
- Undo/Redo use head movement; destructive deletion is not part of ordinary history operations.
|
|
- Named checkpoints are durable pointers to recoverable head positions.
|
|
- State uses a hybrid event + snapshot/cache model.
|
|
- State proposals use explicit typed operations with unambiguous value semantics.
|
|
- Memories/summaries must be lineage-filtered or lineage-anchored.
|
|
- Imported knowledge requires separate source/chunk/index tables rather than overloading Story Cards.
|
|
- Scene/media records remain optional derived extensions and must carry source lineage.
|
|
- Export/import must preserve active head position as well as the retained history graph.
|
|
|
|
## 34. Acceptance Criteria
|
|
|
|
The final v1 data model must support all of these without destructive hacks:
|
|
|
|
- close/restart/resume exact story,
|
|
- Undo/Redo without deleting accepted turns,
|
|
- active head behind retained tip,
|
|
- branch from an earlier turn while retaining the original future,
|
|
- mark abandoned futures/takes retained/disposable,
|
|
- create and restore named checkpoints,
|
|
- know current characters/locations/relationships/story threads,
|
|
- reconstruct earlier authoritative state,
|
|
- validate typed state proposals before committing events,
|
|
- retrieve old events outside the active context window,
|
|
- identify which imported passages informed a turn,
|
|
- reconstruct what was sent to Ollama,
|
|
- export/import an undone campaign without silently redoing it,
|
|
- run fantasy and science-fiction campaigns without schema changes,
|
|
- attach future image/video/audio/TTS/STT metadata to scenes or turn ranges without making media authoritative.
|
|
|
|
## 35. Selected Conceptual Model
|
|
|
|
```text
|
|
Retained Turn/Take Lineage
|
|
|
|
|
+--> Active branch + movable active head
|
|
|
|
|
+--> Validated typed state events
|
|
| |
|
|
| +--> state snapshot/cache
|
|
|
|
|
+--> lineage-safe summaries/memories
|
|
|
|
|
+--> prompt/retrieval provenance
|
|
|
|
|
+--> scene snapshot
|
|
|
|
|
+--> future optional media records
|
|
|
|
Separate campaign knowledge subsystem
|
|
+--> sources
|
|
+--> chunks
|
|
+--> FTS/local embeddings
|
|
+--> authority/provenance
|
|
```
|
|
|
|
This combines AI-DnD's retained story lineage and snapshot infrastructure with ai-adventure-style explicit event/commit discipline while preserving the project's own specification as the authority.
|