story-runtime

Execute one text-adventure turn with canon and mutable run state.

Updated Mar 31, 2026
One-click install
npx skills add https://github.com/lgjsd/StoryShell --skill story-runtime
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: story-runtime
Source: https://github.com/lgjsd/StoryShell/tree/main/openclaw/skills/story-runtime
Command: npx skills add https://github.com/lgjsd/StoryShell --skill story-runtime

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Run one turn of a structured text-adventure from reusable canon plus mutable run state.

Core Features & Use Cases

  • Interpret player input within a defined scene and characters.
  • Narrate consequences and provide bounded state updates without rewriting canon.
  • Maintain a clear turn contract and reversible run state.

Quick Start

Run a single turn of the current active scene using the active run state.

Frequently Asked Questions about story-runtime

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run a single turn of a text-adventure using a reusable canon?

To run a single turn of a text-adventure, the runtime interprets player input against active scene and character files. It then outputs player-facing narration and a bounded state-update summary without rewriting the original canon.

What is structured narration in state-management for text games?

Structured narration in state-management reads the mutable run state and active scene characters to interpret player actions. It produces bounded state updates and narrates consequences without altering the defined reusable canon.

How do I maintain a reversible run state during active text-adventure play?

You maintain a reversible run state by applying a defined turn contract during active play. The runtime reads the current mutable state, processes the action, and outputs a compact state-update summary while preserving the original canon.

Can I narrate consequences as scene characters without rewriting canon?

Yes, you can narrate consequences as scene characters without rewriting canon. The runtime enforces a defined turn contract that separates reusable canon from the mutable run state, ensuring only bounded state updates occur.

Does the story-runtime require external dependencies to manage scene characters?

No, the story-runtime requires no external dependencies to manage scene characters. It operates independently to read active scene files and output player-facing narration alongside compact state-update summaries.

What are the limitations of using a bounded state-update summary for narration?

The limitation of bounded state-update summaries is that updates are constrained by a defined turn contract. This prevents rewriting the reusable canon, meaning state changes must be compact and reversible within the active scene context.