Fantasy Gamebook Engine
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Here is a step-by-step guide with screenshots.
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:
Storage —
JSONStoragetoday,PostgresStoragetomorrow. Injected at server startup.Adventure — swap the lore module without touching the engine. Today a
SKILL.md.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 |
| Pure rules engine — dice, attributes, luck test, one combat round. No I/O, RNG injected. | — (stable) |
02 |
| Shared data contracts + invariant validation. Depends on nothing. | — (stable) |
03 |
| Persistence behind the | ✅ JSON ↔ Postgres |
04 |
| Combat lifecycle (start → rounds → flee → end). | — |
05 |
| MCP server exposing tools to the harness. No game rules of its own. | — (stable contract) |
06 |
| Pluggable static lore (zones, bestiary, victory). Debut: Ignarok. | ✅ Ignarok ↔ others |
07 |
| The narrator/master that talks to the player and calls the MCP. | ✅ Claude Code ↔ agent |
08 |
| System commands ( | ✅ add new ones |
Related MCP server: DM20 Protocol
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 >= 3.12uvfor dependency management and running
Quickstart
# 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.serverThe 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 |
|
Character |
|
World |
|
Chronicle |
|
Combat |
|
Saves |
|
Game rules (reference)
Attributes:
skill= 1d6+6,stamina= 2d6+12,luck= 1d6+6 — each tracksinitial/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 asSKILL.md.Phase 2: a PydanticAI/FastAPI harness with structured
Sceneoutput for a web frontend, plusPostgresStorage— reusing the same MCP tool contract and adventure module unchanged. That reuse is the entire point of the architecture.
Available Tools
18 toolsarchive_characterA
Archive the hero to the graveyard (death) or hall_of_fame (victory).
Inputs: destination (required). Returns: object
create_characterC
Roll a new hero's attributes and persist a living character sheet.
Inputs: name (required). Returns: The hero's full sheet — the central piece of persistent player state.
end_combatC
Conclude a combat and return its final result.
Inputs: combat_id (required). Returns: The summary handed back when a combat is concluded.
flee_combatC
Flee the combat (if allowed); costs 2 stamina.
Inputs: combat_id (required). Returns: The result of fleeing: a fixed 2 damage and the combat ends. ``hero_alive`` dis…
load_progressB
Restore all state from a named slot (default 'autosave').
Inputs: slot. Returns: object
read_character_sheetA
Return the hero's full character sheet.
Inputs: no named parameters. Returns: The hero's full sheet — the central piece of persistent player state.
read_eventsA
Return the full chronicle of events, in order.
Inputs: no named parameters. Returns: result
read_summaryB
Return the running narrative summary.
Inputs: no named parameters. Returns: result
read_worldA
Return the current world state.
Inputs: no named parameters. Returns: The mutable world state: where the hero is, what they've seen, story flags.
register_eventC
Append a hard fact to the chronicle, stamped with the current turn.
Inputs: data (required), type (required). Returns: An append-only chronicle entry (a hard fact that happened on a turn).
resolve_combat_roundC
Resolve one combat round, optionally testing luck on the hit.
Inputs: use_luck (required), combat_id (required). Returns: The full result of one resolved combat round, after damage is applied.
roll_diceA
Roll a dice expression like '2d6' or '1d6+6'.
Inputs: notation (required). Returns: The outcome of one dice expression: the individual rolls and their total.
save_progressB
Snapshot all state to a named slot (default 'autosave').
Inputs: slot. Returns: object
start_combatC
Start a fight against one or more living enemies.
Inputs: enemies (required), flee_allowed (required). Returns: The persisted state of an in-progress (or just-ended) fight.
test_luckA
Test the hero's luck (2d6 <= current luck); always spends one luck.
Inputs: no named parameters. Returns: The outcome of a luck test; ``luck_after`` is always one less than before.
update_character_sheetA
Patch the character sheet. Scalars/lists are replaced; attribute sub-dicts (skill/stamina/luck) are merged. Invariants are validated; on error the state is left unchanged.
Inputs: changes (required). Returns: The hero's full sheet — the central piece of persistent player state.
update_summaryC
Replace the running narrative summary.
Inputs: text (required). Returns: object
update_worldA
Patch the world. Scalars/lists (current_location, visited_locations, known_npcs, turn) are replaced; 'flags' is merged key-wise so one flag can be set without dropping others. Invariants are validated; on error the state is left unchanged. Sole legal path to set the victory flag and advance the turn counter.
Inputs: changes (required). Returns: The mutable world state: where the hero is, what they've seen, story flags.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
Loading tool schema changelog…
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.
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