规则可执行Executable rules
确定的输入由引擎结算:骰式、AC、资源、伤害类型、回合与状态。目标、视线、例外和叙事代价仍由 GM 裁决。
Engines settle dice, AC, resources, typed damage, turns, and state. Targets, sight lines, exceptions, and narrative cost remain GM rulings.
PRE-FLIGHT → CHOICE → COMMITSagaSmithAI 是 AI 原生 TTRPG 平台。它把 Agent、可执行规则、分支时间线、角色知识与用户拥有的规则书和模组,连接成一条可审计的长期战役运行链。
SagaSmithAI is an AI-native TTRPG platform connecting agents, executable rules, branching timelines, actor-scoped knowledge, and user-owned books into one auditable campaign runtime.
The Chamber Beneath the Bell
VARIS
knows: broken sigil
MIRA
knows: hidden patron
KEEPER VIEW
sealed facts
play.scene + play.resolution loaded
OK21:14:11branchancestry verified / ash-vault
OK21:14:18rulingline of sight requires GM decision
WAIT
AI 原生不是给旧工具加一个聊天框,而是让 Agent 的每次判断都能找到证据、受到边界约束,并把结果写回正确的世界与角色。
AI-native does not mean bolting chat onto an old tool. Every agent decision should find evidence, respect boundaries, and write back to the right world and actor.
确定的输入由引擎结算:骰式、AC、资源、伤害类型、回合与状态。目标、视线、例外和叙事代价仍由 GM 裁决。
Engines settle dice, AC, resources, typed damage, turns, and state. Targets, sight lines, exceptions, and narrative cost remain GM rulings.
PRE-FLIGHT → CHOICE → COMMITSnapshot DAG、branch checkout 与 revision ancestry 决定哪段历史有效。向量检索只寻找候选,绝不决定时间线真相。
Snapshot DAGs, branch checkout, and revision ancestry determine valid history. Vector retrieval finds candidates; it never decides timeline truth.
SNAPSHOT · BRANCH · CONTINUITY每个 PC、NPC 和玩家视角都独立维护。服务端按 principal、role、actor、scope 与 branch 过滤,不靠提示词保密。
Every PC, NPC, and player view is independent. The server filters by principal, role, actor, scope, and branch—not prompt etiquette.
PRINCIPAL · ACTOR · VISIBILITY用户规则书和模组经过 staging、解析、质量报告、索引和规则包校验,保留页码、版本与来源,再进入战役。
User-owned books and adventures pass through staging, parsing, quality reports, indexing, and rule-pack validation with provenance intact.
SOURCE · PARSE · VALIDATE · PIN工具不是永久堆在模型上下文里。D&D MCP 根据真实战役阶段,为每个会话开放不同的能力面。
Tools do not remain piled into model context. D&D MCP exposes a different capability surface to every session based on authoritative campaign phase.
lobby.rules · lobby.charactersplay.scene · play.resolutioncombat.observe · combat.actions结束战斗后,combat 工具自动失效并回到 play。不同频道、玩家与战役可以在同一个 MCP 进程上拥有不同 exposure。
When combat ends, combat tools expire and the campaign returns to play. Different channels, players, and campaigns can hold different exposures on one MCP process.
每一层只拥有它真正应该拥有的状态。这样规则升级、系统扩展、更换 Agent Host 或多人接入时,不需要复制领域逻辑。
Each layer owns only the state it should. Rules can evolve, systems can expand, and Agent Hosts can change without copying domain logic.
聊天、控制台与桌面体验Conversation, controls, and table experience
trusted principal + session身份、会话、模型、workspace 与多渠道Identity, sessions, models, workspace, and channels
MCP / tools · resources · prompts渐进发现、会话暴露、权限、幂等与审计Discovery, session exposure, access, idempotency, audit
validated domain operations规则包、角色 schema、战斗与解析 profileRule packs, character schemas, combat, parsers
分支、知识、导入、检索与持久化Branches, knowledge, imports, retrieval, persistence
这是一个多仓库平台。每个仓库独立版本与测试,README 明确其所有权、依赖和成熟度。
This is a multi-repository platform. Every repository versions and tests independently, with explicit ownership, dependencies, and maturity.
身份、会话、多渠道与 MCP 编排
Identity, sessions, channels, and MCP orchestration
D&D 能力服务与会话级工具暴露
D&D capability service and session exposure
CoC 能力服务、角色知识与会话级工具暴露
CoC capability service, actor knowledge, and session exposure
分支、知识、导入、规则包与持久化
Branches, knowledge, imports, rule packs, persistence
D&D 5e 2014/2024 规则与结构化战斗
D&D 5e 2014/2024 rules and structured combat
CoC 7e 检定、SAN、追逐与模组解析
CoC 7e checks, sanity, chases, and scenarios
D&D 主持、战役管理与参考资料
D&D GM operations, campaigns, and references
CoC 守秘、调查团与场景工作流
CoC Keeper, campaign, and scene workflows
25 种范式的结构化冒险生成
Structured adventure design across 25 paradigms
Scene Atlas、空间证据与临时战斗地图
Scene Atlas, spatial evidence, and temporary combat maps
CoC Keeper 客户端探索
CoC Keeper client exploration
跨系统客户端探索
Cross-system client exploration
D&D 是当前端到端参考实现:从 Agent 会话 exposure、规则书/模组导入、角色与知识、Scene Atlas、非战斗到临时战斗地图和 Snapshot。CoC 已打通独立 MCP、玩家角色授权、调查模组、SAN/战斗/追逐判定与持久化重启链路。
D&D remains the end-to-end reference, including the principal-aware UI gateway and combat map. CoC now has an independent MCP vertical slice covering player/actor authorization, scenarios, sanity/combat/chase resolution, and restart-safe persistence.
阅读平台总览Read the platform overview →架构调整、实测路径与重要边界的简短记录。
Short notes on architecture, real test paths, and important boundaries.
D&D UI 现在区分三类数据:按模组顺序组织的 Scene Index、只表达来源证据的 Scene Spatial,以及战斗开始时创建的临时五尺格 Combat Map。背景占位素材不携带墙体、掩体或视线等机械含义。 本地 principal-aware Gateway 通过 MCP 工具投影场景、进度与战斗状态,并用 SSE 通知 campaign revision 变化。拖动 Token 只提出移动请求,最终仍由 MCP 验证…
品牌与仓库信息架构统一为 AI-native TTRPG platform。D&D 参考路径现在明确为 Agent → MCP session exposure → rules/runtime → Core,并以 lobby、play、combat 三阶段控制工具发现与调用。 官网、组织 Profile 和全部仓库 README 同步标注真实边界与成熟度;D&D UI 重新定位为面向开团现场的 Alpha DM Workbench。
SagaSmith-coc-mcp 让 CoC Agent 不再依赖 CLI 拼接或复制 D&D 工具表。真实 stdio 客户端测试验证了目录级发现、按 session 加载和 exposure_call fallback;多人测试验证了 PC 知识互相隔离,并在重启后保留战役、模组、Snapshot 与知识状态。 SagaSmith-coc-mcp removes the need for CoC agents to compos…