Player's Handbook · Chapter 3

What Happens Each Turn

Behind each accepted in-story message, OMEGA performs a small disciplined cycle. It begins with a bounded Turn Capsule: the active scene, player character state, location affordances, current mission and pressure, relevant faction motion, world state, time, rules, and runtime health. This lets the GM begin from the hot facts instead of rereading the entire campaign.

If a missing fact could change the outcome, the GM opens the smallest evidence gap: exact fields or owner first, one search next, and a specialist guide only when necessary. It stops reading as soon as the decision is safe and specific. A naval rule does not enter a courtroom scene unless ships actually matter. Old archives do not enter a simple conversation merely because the characters have long histories.

The GM then separates your intended action from its attempted effect, checks what each actor can know, applies established capability and opposition, and freezes one result before writing prose. The response is projected in the active Play Contract: lean or lush, mechanically explicit or quiet, option-forward or open-ended, with the requested sensory and safety limits.

After the response reaches the next meaningful choice, player-facing output is sealed. The engine commits only the canonical facts that changed, reads them back, and updates evidence or Storybook when a real threshold was crossed. Summaries and receipts may describe an applied change; they never replace it. A routine resource change does not need six echoes across the database.

If a multi-record update is interrupted, the Runtime Ledger records which owners already verified. The next pass resumes the first missing owner without replaying narration or verified writes. This is why the world can recover cleanly from a tool failure instead of applying half an event twice.

Manual updated Sep 1, 2026.