The Workspace
Twenty-nine file types make up the project. They fall into five groups, and knowing which group a type belongs to tells you how to treat it.
Rules and references
rule files are the system text — the compendium the handbooks summarize. @Missing file is the anchor. reference holds table-side summaries. Edit rules only when you mean to change the system for every table.
World content (yours to replace)
character, creature, location, lore, faction, species, archetype, game-start, chapter. The shipped files here are examples marking format — a species file shows the +1 stat / +1 feat pattern, a game start shows an opening that begins inside a real place. Replace them; don't accrete alongside them.
Catalog content (extend, rarely replace)
The feat types (general-feat, mana-feat, energy-feat, stamina-feat), the equipment types (weapon, armor, shield, item, equipment), and the creature-building libraries (creature-offensive-feat, creature-defensive-feat, creature-utility-feat, creature-rank). These are big on purpose — the feat catalog alone is several hundred entries. Add to them following the pricing chapters; prune only what your genre excludes.
GM behavior
gm-instructions files tell the AI GM how to run the system. Each is named for the condition that fires it — "A player character, NPC, or creature takes damage" — and the body names exact schema fields. Keep that convention: a trigger whose name states its condition is discoverable; a slogan is not.
Play-state
campaign-state, scene-tracker, encounter-tracker, action-card are written during play by the GM. Ship them empty or with starter shape; never bake world facts into them.
A note on schemas: the file types are already readable in the workspace, so this manual doesn't restate field lists. It states intent — what makes an entry fit.