Campaign Arcs
Arc detection
Section titled “Arc detection”The engine continuously analyzes accumulated state to detect 10 narrative arc kinds:
| Arc Kind | What triggers it |
|---|---|
rising-power |
Growing faction influence, territory control, political capital |
hunted |
Multiple factions hostile, bounties placed, allies turning |
kingmaker |
Holding balance of power between competing factions |
resistance |
Fighting against dominant faction from a weaker position |
merchant-prince |
Economic dominance through trade, contracts, resource control |
shadow-broker |
Intel accumulation, rumor network manipulation, hidden influence |
peacemaker |
Resolving conflicts, building alliances, reducing faction tensions |
outcast |
Rejected by all factions, operating independently |
revelation |
Uncovering hidden truths, following belief provenance chains |
betrayer |
Breaking alliances, abandoning obligations, faction-switching |
Arc detection is on-demand — signals are computed from current state each time, not stored incrementally. Each signal carries a momentum value: rising, steady, or fading.
Use /arcs during play to see your current trajectory.
Endgame triggers
Section titled “Endgame triggers”When accumulated state crosses specific thresholds, the engine fires endgame triggers. These are one-shot events representing pivotal narrative moments. There are 8 resolution classes:
| Resolution Class | Condition |
|---|---|
victory |
Dominant faction control with high stability |
exile |
Expelled from all territories with no allies |
overthrow |
Faction leadership change driven by the player |
martyrdom |
Sacrifice for a cause (high influence spent on final action) |
corruption |
Power gained through betrayal and manipulation |
revelation |
Major hidden truth exposed to all factions |
stalemate |
All factions locked in unresolvable tension |
exodus |
Abandoning the setting entirely |
Endgame triggers appear as contextual suggestions: “A turning point approaches — type /conclude to see your legacy.”
Campaign conclusions
Section titled “Campaign conclusions”/conclude renders a structured epilogue:
- Deterministic outline — the engine builds a
FinaleOutlinefrom faction states, NPC fates, district conditions, arc trajectory, and endgame triggers - LLM epilogue — Claude narrates the outline as a campaign-closing scene with the tone matching your resolution class
- Campaign status — the session is marked as completed
The epilogue covers:
- Faction fates — who rose, who fell, who survived
- NPC outcomes — key character resolutions based on their final cognitive state
- District conditions — how neighborhoods changed
- Player legacy — what your arc meant for the world
- Unresolved threads — loose ends the engine detected
The deterministic outline ensures the epilogue is grounded in simulation truth. Claude adds literary quality but can’t change what happened.