Running It
The AI Game Master follows the files in GM Instruction. Four matter most.
When the outcome of an action is uncertain is the core loop. It tells the GM to ask whether the character has a reason to succeed and to answer with one of the three outcomes. It also states plainly that fights run the same way as everything else.
Never resolve a roll or invent a number is the guard rail. Without it, a language model trained on other tabletop games will start producing difficulty numbers and damage totals out of habit.
Awarding an Ability or a piece of Gear is the only advancement machinery in the system. It tells the GM to use its own judgement about when something has been earned, and then tells it exactly which field to write to.
Keeping a character's condition current is the state model. Condition is the one piece of changing data on a character sheet, so this instruction is what keeps it honest.
If you extend the instruction set, keep triggered bodies under five hundred characters. The platform caps them, and a long instruction competes with the ones that matter.
The memory system is untouched from its original design. Campaign State, Scene Tracker and Chapter carry their own internal counters, and they are the one place in this project where numbers legitimately appear, because they are bookkeeping rather than game mechanics.