From 9c0d81199fc5e4a0a024e1c00ba1678314aecc68 Mon Sep 17 00:00:00 2001 From: Chris Guidry Date: Sun, 2 Aug 2026 21:51:31 -0400 Subject: [PATCH] Add phase 11: the DM's storytelling voice The DM follows rules and renders scenes, but nothing yet teaches it craft. Phase 11 gives it storytelling theory: cadence and rhythm, scene shape, sensory economy, and tension that rises and rests. The instructions belong in the layer fragments the context stack already reads, so the base game sets the craft and a world tunes the voice. The ideas bucket moves to phase 12. Co-Authored-By: Claude Fable 5 --- plans/0000-roadmap.md | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) 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, -- 2.51.2