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Turn orchestration

One player message may contain several character rounds before the final narration.

  1. The game master reads the player's action, current scene, relevant records, pacing cues and rules.
  2. It activates the characters whose decisions matter now.
  3. Each character agent receives its stable persona, current situation, own relationships, known entities and recalled memories.
  4. The GM resolves their intents into outcomes and state changes.
  5. It may start another round or deliver narration.
  6. Delivered output records one played turn and schedules background work.

Character output is structured: intent, optional utterance and commitment. A failed high-commitment action may retry once with the first outcome included. Later rounds see earlier rounds from the same turn.

The GM, character agents, record keeper, world author, chronicler and image author have separate prompts and tool sets. Child agents are one-shot: durable identity and memory come from roleplay state, not a long private chat transcript.

The engine bounds rounds, active characters, tool calls and output tokens. These limits prevent an autonomous scene from running indefinitely while still allowing characters to act without direct player input.

Stable personas and tool declarations precede changing scene data, preserving provider prefix-cache reuse between calls.