The Engine at a Glance
Package provenance — this chapter ships with the Ontology & Structure Engine. Provenance tag:
source-ontology-project. When loaded into a new world, grep the tag to find the engine's templates and instructions.
The Engine at a Glance
This project is not a game system. It is a memory for one — a system-agnostic knowledge engine you can point at any narrative or dice-driven game and have it remember the world correctly.
Everything in it is designed for retrieval-first work. A GM (human or agent) asks a question; the engine must hand back exactly the knowledge that question needs and nothing else. That one requirement drives every convention in this manual: how files are named, how large they are, how they link to each other, and what a file is allowed to claim.
What exists today
- Lore — the knowledge backbone: pre-established facts about places, history, culture, magic, rules, and the live state of the world.
- Character, Equipment, Location — the concrete actors and props that lore refers to.
- Game Start — saved openings for play.
- GM Instructions — private guidance for the Game Master during play.
The three rules
- One file, one fact cluster. A file is a single retrievable unit of meaning. If you need two ideas, you need two files.
- Named for recall. A file's name carries a subject plus a tag, so two concepts that share a name never collide in retrieval.
- Linked, not restated. When one chunk of lore depends on another, reference it. Never copy its facts into a second file.
The chapters that follow show how these rules play out in the sample structure and how to generate new content that follows them.