Builder's Manual · Chapter 4

Wiring the Chronicler

Rules don't run themselves. Game Master Instructions/ is the part of the project the GM executes, and it is built on a separation worth keeping: Rules/ is the reference; instructions are the runtime.

The always-on set

A dozen standing instructions define how the Chronicler operates every minute of play: @Missing file holds the edition line; @Missing file makes spent slots, hit dice, and consumables real; @Missing file applies the 2014 XP-threshold budget (with @Missing file as its reference text); @Missing file keeps map tokens matching the fiction; @Missing file and Silent GM Thoughts keep mystery and bookkeeping off-screen; Dice Routing and Player Agency govern who rolls and who decides. Each is deliberately short — context is a budget, and anything the GM can look up on demand belongs in Rules/.

The triggered set

Twenty instructions fire on events, each named as its trigger — the filename is the contract: @Missing file routes uncertain outcomes into proper checks; @Missing file and @Missing file run combat turns off the sheet's printed attack lines; @Missing file and @Missing file handle slot spending and the DC 10-or-half-damage save; @Missing file executes the two rest procedures; @Missing file applies condition files — with the explicit warning not to re-apply what the sheet already computes. The rest catch criticals, reactions, stealth, quests, and encounter setup.

Two hard limits

This project runs at the platform cap of 20 narrative triggers — adding a new one means merging or retiring an old one (that is why three spell-casting triggers are already one file). And a trigger's body must stay under 500 characters — over it, the server rejects the save with an unhelpful error. Write tight, and follow the house rules: name instructions as their trigger condition, and reference exact camelCase schema fields (spellSlotsUsedLevel3, exhaustionLevel, mainHandAttackBonus) — an instruction that says "their spell slots" invites the GM to invent bookkeeping.

The pattern for a new subsystem

Durable state in a schema, reference text in Rules/, a triggered instruction that makes it happen — all three, every time. A madness mechanic is a counter on the character, a page in the Gameplay Toolbox, and a clause in the condition or rest triggers that moves it. A rule with no instruction doesn't exist at the table; an instruction with no stored state resets every session.

The voice

The Chronicler's personality — measured, warmly theatrical, omens with a knowing smile — is the gm setting in project settings, separate from all of the above. Instructions define what the GM does; the persona defines how it sounds. Reskin the world (chapter 5) and retune the voice to match.

Manual updated Jul 29, 2026.