Fantasy Gamebook Engine
# Fantasy Gamebook Engine
A solo-play **gamebook** (Fighting Fantasy–style) engine where an AI acts as the
game master and narrator. The whole design turns on one hard rule:
> **The AI never invents numbers or rolls dice in prose.** All randomness, state, and combat
> math go through an MCP server. The AI only narrates and offers choices.
Everything numeric — dice, attribute generation, luck tests, combat rounds, persistence — is
owned by a deterministic Python engine and exposed to the narrator as **MCP tools**. The
narrator (Phase 1: Claude Code) reads real state, calls tools, and writes the story around the
results.
**Status:** Phase-1 MVP — implemented and green. Python engine under `src/gamebook/`, an MCP
server exposing **18 tools**, **158 passing tests** at **96% coverage** across `tests/engine`,
`tests/server`, and `tests/qa`. The narrator harness lives as Claude Code skills and commands
under `.claude/`.
---
## Why it's built this way
The system decomposes into 8 modules, and the **golden rule of the design** is that
dependency arrows point only at *interfaces/contracts*, never at concrete implementations.
That discipline is what makes three things swappable without touching the rest:
1. **Storage** — `JSONStorage` today, `PostgresStorage` tomorrow. Injected at server startup.
2. **Adventure** — swap the lore module without touching the engine. Today a `SKILL.md`.
3. **Harness** — swap who narrates (terminal → web) while reusing the same MCP tool contract.
```
07 harness ───────► 05 mcp ◄──────── 08 commands
│
┌─────────────┼─────────────┐
▼ ▼ ▼
01 rules 04 combat 03 storage (interface)
│ │ ▲
└──────►──────┘ │ implements
│ │
▼ │
02 domain ◄─────────────┘ (shared data contracts)
06 adventure-module ──(lore consumed by)──► 07 harness
```
| # | Module | Responsibility | Pluggable? |
|----|--------------------|--------------------------------------------------------------------------------|-------------------------|
| 01 | `rules` | Pure rules engine — dice, attributes, luck test, one combat round. No I/O, RNG injected. | — (stable) |
| 02 | `domain` | Shared data contracts + invariant validation. Depends on nothing. | — (stable) |
| 03 | `storage` | Persistence behind the `StorageBackend` interface. | ✅ JSON ↔ Postgres |
| 04 | `combat` | Combat lifecycle (start → rounds → flee → end). | — |
| 05 | `mcp` | MCP server exposing tools to the harness. No game rules of its own. | — (stable contract) |
| 06 | `adventure-module` | Pluggable static lore (zones, bestiary, victory). Debut: **Ignarok**. | ✅ Ignarok ↔ others |
| 07 | `harness` | The narrator/master that talks to the player and calls the MCP. | ✅ Claude Code ↔ agent |
| 08 | `commands` | System commands (`/hero`, `/backpack`, `/map`, `/save`). | ✅ add new ones |
## Project layout
```
src/gamebook/
domain/ # data contracts: CharacterSheet, World, Event, Combat, ArchiveRecord
rules/ # pure rules engine (interfaces + implementation), injectable RNG
storage/ # StorageBackend interface + JSONStorage + in-memory impl
combat/ # combat lifecycle (interfaces + implementation)
mcp/ # FastMCP server over stdio — orchestrates the modules
docs/
00-index.md … 08-commands.md # specs (requirements)
CONTRACTS.md # authoritative English code contract
adrs/ # architecture decision records
learning-lessons/ # captured gotchas
.claude/
skills/ # game-master, combat-sub-agent, ignarok (the Phase-1 harness)
commands/ # /hero, /backpack, /map, /save
tests/
engine/ server/ qa/
```
## Requirements
- Python **3.13** (`.python-version`), `requires-python >= 3.12`
- [`uv`](https://docs.astral.sh/uv/) for dependency management and running
## Quickstart
```bash
# Run the full test suite
uv run pytest -q
# Scope it
uv run pytest tests/engine -q # pure rules (seeded RNG, in-memory storage)
uv run pytest tests/server -q # storage + MCP server
uv run pytest tests/qa -q # plugability / isolation / e2e
# The golden-rule plugability audit (catches any module reaching past an interface)
uv run pytest tests/qa/test_dependencies.py tests/qa/test_isolation.py -q
# Start the MCP server over stdio (exits cleanly on EOF)
uv run python -m gamebook.mcp.server
```
The server is registered for Claude Code in `.mcp.json`, so the narrator skills can call it
directly.
## MCP tools (18)
The authoritative contract is `docs/CONTRACTS.md` §6. Grouped by purpose:
| Group | Tools |
|-------------|-----------------------------------------------------------------------------------------|
| Dice & luck | `roll_dice`, `test_luck` |
| Character | `create_character`, `read_character_sheet`, `update_character_sheet`, `archive_character`|
| World | `read_world`, `update_world` |
| Chronicle | `register_event`, `read_events`, `read_summary`, `update_summary` |
| Combat | `start_combat`, `resolve_combat_round`, `flee_combat`, `end_combat` |
| Saves | `save_progress`, `load_progress` |
## Game rules (reference)
- **Attributes:** `skill` = 1d6+6, `stamina` = 2d6+12, `luck` = 1d6+6 — each tracks `initial`/`current`.
- **Luck test:** success if roll ≤ current luck; luck always decrements by exactly 1 afterward.
- **Combat round:** each side's attack strength = `skill` + 2d6; higher AS hits for base
damage 2, a tie deals 0.
- **Luck on a hit:** won+lucky → 4, won+unlucky → 1, lost+lucky → 1, lost+unlucky → 3.
- **Death / flee:** hero at 0 stamina → `alive: false`; fleeing costs 2 stamina and only if allowed.
`rules` and `combat` are tested in full isolation with a seeded RNG and in-memory storage —
deterministic, no disk, no AI.
## Playing a session (Phase-1 harness)
When you sit down to **play** rather than develop, Claude Code becomes the Game Master.
**Session-opening rule:** before narrating anything, the master reads real engine state via
MCP (`read_character_sheet`, `read_world`, `read_events`, `read_summary`). No living character
→ it offers `create_character` and starts the adventure's opening. A living character → it
resumes from the exact recorded point (never restarts, re-rolls, or contradicts recorded
facts). Every number and state change routes through MCP tools.
- **Skills** (`.claude/skills/`): `game-master` (narrator), `combat-sub-agent` (runs one
fight), `ignarok` (the debut adventure — swap this file to swap adventures).
- **Commands** (`.claude/commands/`): `/hero`, `/backpack`, `/map`, `/save` — read-outs and
checkpoints that reflect real MCP state and don't advance the story.
## Documentation
- **`docs/00-index.md`** — start here; maps every module.
- **`docs/CONTRACTS.md`** — the authoritative English code contract (cross-module interfaces,
domain schema §2, MCP tool contract §6). When code and a spec disagree, CONTRACTS.md governs.
- **`docs/adrs/`** — architecture decision records (ADR-001 … ADR-010).
- **`docs/learning-lessons/`** — captured gotchas worth not relearning.
- **`CLAUDE.md`** — guidance for Claude Code working in this repo.
## Roadmap
- **Phase 1 (current):** Claude Code as harness, `JSONStorage`, adventure as `SKILL.md`.
- **Phase 2:** a PydanticAI/FastAPI harness with structured `Scene` output for a web frontend,
plus `PostgresStorage` — reusing the *same* MCP tool contract and adventure module unchanged.
That reuse is the entire point of the architecture.
TDQS
Scored across 18 tools
Each tool has a clearly distinct purpose. Combat tools (start, end, flee, resolve) are separated; read/update tools target different aspects (character, events, summary, world); and utilities like roll_dice, test_luck, save/load progress are unique.
All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_character, start_combat, read_world). There is no mixing of conventions or vague verbs.
18 tools is slightly above the typical 3-15 range but still well-scoped for a gamebook engine. The number covers character management, combat, world state, narrative, and progress, without feeling excessive.
The tool set covers core CRUD operations for characters, world, events, and combat lifecycle. One minor gap is the lack of a tool to list available save slots, but essential workflows are supported.