Full Campaign Loop
From prompt to epilogue
Section titled “From prompt to epilogue”This page walks through a full campaign lifecycle — every phase the engine runs through from the moment you type a world prompt to the moment you read your epilogue.
1. World generation
Section titled “1. World generation”Everything starts with a prompt:
claude-rpg new "A flooded gothic trade city ruled by three merchant houses"The engine generates factions with goals and relationships, NPCs with beliefs and loyalties, districts with economies, items with provenance, and zone connections. All validated against the content schema before play begins.
2. Character creation
Section titled “2. Character creation”You pick an archetype, name your character, and receive starting equipment. The character sheet tracks resources, stats, and a progression system with milestone-driven title evolution.
3. Early game — exploration and leverage
Section titled “3. Early game — exploration and leverage”Your first turns establish relationships. The engine tracks every interaction:
- Talk to NPCs — their cognitive state updates (beliefs, memories, mood)
- Inspect environments — discover items, hidden details, leverage material
- Spread rumors — seed information that propagates through faction networks
- Build leverage — accumulate Favor, Blackmail, Influence, and Legitimacy
Each NPC independently evaluates their obligations, loyalty breakpoints, and agency goals. They act on their own between your turns.
4. Mid game — pressure and faction dynamics
Section titled “4. Mid game — pressure and faction dynamics”As you accumulate influence, the world pushes back:
- Faction agency — factions pursue their own goals, react to your reputation
- World pressures — escalating events with deadlines that demand response
- Rumor propagation — information spreads, mutates, and creates consequences
- District economies — trade routes shift, scarcity emerges, prices change
- Companion reactions — party members respond to your choices based on their values
Emergent opportunities appear based on your position — quest webs, contracts, and faction requests that only make sense given your current standing.
5. Late game — arc detection
Section titled “5. Late game — arc detection”The engine continuously computes narrative arc signals from accumulated state. Ten arc kinds (rising-power, hunted, kingmaker, resistance, merchant-prince, shadow-broker, peacemaker, outcast, revelation, betrayer) each carry momentum: rising, steady, or fading.
Your dominant arc shapes what endgame triggers can fire. Use /arcs to see your trajectory.
6. Endgame triggers
Section titled “6. Endgame triggers”When thresholds cross — faction dominance, total exile, leadership overthrow, self-sacrifice — the engine fires one-shot endgame triggers. Eight resolution classes determine the tone of your conclusion.
Contextual hints escalate: first a gentle suggestion, then an urgent prompt to type /conclude.
7. Campaign epilogue
Section titled “7. Campaign epilogue”/conclude renders a three-part conclusion:
- Deterministic outline — the engine computes faction fates, NPC outcomes, district conditions, companion fates, and your legacy from simulation state
- Epilogue narration — Claude narrates the outline in a genre-appropriate voice (chronicle for fantasy, noir debrief for cyberpunk, case file for detective)
- World after — a compact snapshot showing what the world looks like after your story
The epilogue is grounded in truth. Claude adds literary quality but cannot change what happened.
8. Post-campaign
Section titled “8. Post-campaign”After the epilogue you can:
- Continue playing in the post-conclusion world
- Save to archive the campaign
- Export via
/export mdfor a markdown chronicle of the full campaign
What runs under the hood
Section titled “What runs under the hood”Every turn, the engine executes these modules in order:
- Action interpretation and validation
- Combat resolution (if applicable)
- Leverage verb processing
- Profile sync and turn increment
- Pressure evaluation and expiry
- Faction agency cycle
- District economy tick
- NPC agency cycle
- Item recognition scan
- Rumor propagation
- Companion reaction evaluation
- Opportunity lifecycle
- Consequence chain progression
- Arc detection
- Endgame trigger evaluation
- Chronicle recording
- Contextual suggestion generation
All deterministic. All traceable. Claude narrates the result — the engine owns the truth.