diff --git a/plans/0000-roadmap.md b/plans/0000-roadmap.md index 84e8963..8031e02 100644 --- a/plans/0000-roadmap.md +++ b/plans/0000-roadmap.md @@ -122,7 +122,18 @@ the real design happens. The blurbs here stay deliberately loose. session's first prompt carries a recap built from the campaign log, so the DM comes back remembering the story and not just the clock. *You can now: your character persists across sessions.* -- [ ] **Phase 11 and beyond: ideas that have to earn it.** Character +- [ ] **Phase 11: The DM's storytelling voice.** Instructions that teach + the DM craft, not just rules, drawn from real storytelling theory: + cadence and rhythm (short beats when danger is close, longer lines + when the world is calm), scene shape (arrive late, leave early, open + on something moving), sensory economy (one concrete detail beats + three adjectives), tension that rises and rests across a session, and + a reply whose length follows the weight of the moment. The + instructions live in the layer fragments the context stack reads, so + the base game sets the craft and a world or module tunes the voice. + *You can now: feel the difference between a bar fight and a quiet + morning.* +- [ ] **Phase 12 and beyond: ideas that have to earn it.** Character creation, combat and initiative, background world motion, advancement, name generation, colors and theming (the styles all live in `markdown::style` waiting for it). Each one starts as a conversation,