Goals
A goal is a short authored plan a person pursues on their own turns,
written as goal <name>, <priority> … end goal. Priorities are
critical, high, medium, and low, and they only decide which goal
wins when more than one is live at once.
active when <condition> gates the goal. The condition reads character
or story state — it is breaking (a
conscience band),
it is not calm (a mood), a story state such as second-day, or a
compound joined with and. It does not read a fact's value: writing
active when the ledger is forged fails with analysis.unknown-entity,
because the ledger resolves as an entity there. Gate on state, and let
a thinks line carry what the person believes.
The body is a short list of steps, one per turn. Four of them carry a
plan: seek <person or room> walks toward something one room at a time,
move to <room> walks to a place, acquire <thing> waits until the thing
is in the room and then takes it, and give <thing> to <person> waits
until the recipient is in the room and then hands it over (the person
must already hold it). The rest act on the spot: drop <thing>, say <phrase> to <target> delivers an authored line, act <phrase> narrates
one, and wait for <condition> holds the goal until something is true.
Steps are authored behavior, not a planner — nothing is searched or
invented, and a goal that cannot make its next step simply does not act
this turn. A conversation in progress suspends pursuit, so a person will
not walk out mid-sentence to run an errand.
A step can also be an action's own words, with the goal's owner as
the one acting: open the door, go east, conjure the key into the Vault. The line is matched against the standard grammar and the story's
own define action grammar exactly as an
acting statement is, and it runs
the real action through the same pipeline as a typed command — it can be
refused by an on clause, witnessed by whoever is present, and reacted
to with after. Such a step acts now: nothing waits for it, and a
refusal is retried next turn, narrating each time the player is there to
see it. The standard verbs keep their plan: take the key, pick up the key, or get the key are the same step as acquire the key, hand the key to the player is give, and discard the key is drop. There is
no when on a step — a step that should not run yet waits, with wait for.
define action conjuring
grammar
conjure the item into the place
the item must be reachable
otherwise refuse conjure-what
define trait conjurable
on the wizard conjuring
move it to the Vault
end on
end trait
create the key
conjurable
A key.
create the wizard
a person
in the Tower
goal secure-the-key, high
active when the player has the key
seek the player
take the key
conjure the key into the Vault
say wizard-gloats
end goal
A person's own states: list is the ordinary World >
States construct, driven with change <the person> to <state>, and is often what a goal is gated on.
create Jonas Reed
a person, proper
states: denying, confessed
goal seek-the-vault, high
active when Jonas Reed is breaking
seek Marta Kell
move to the Vault
end goal