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Build specification

Quest System#

Quests are offers from Actors, Projects, relationships, or mysteries. They never conceal commercial terms, mandatory data contribution, or real-money consequence.

State machine#

Locked → offered → accepted → active ↔ blocked → ready-to-complete → completed. Offered may become declined or expired. Every transition names a guard and emits an event. Completion requires a committed Record; client animation is not completion.

Generation#

Family Actors choose from authored quest families and parameterize only declared slots: Scene, target Project, evidence, collaborator, constraint, and reward. Generated objectives must pass reachability, permission, solo-fallback, role-viability, and time-budget checks. Models cannot invent Commands or rewards.

Adaptation#

Role, Pitch receipt, accessibility needs, current relationships, and available population can change the route. They may not expose unauthorized players/Projects or infer private need. A quest that becomes impossible moves to blocked and offers wait, replace target, asynchronous alternative, or decline.

Catalog#