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Update to Questforge

Snapshot Sep 30, 2026 · 23:13 UTC · version 1.3.1

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{
  "description": "Design and run Questforge puzzle beats, clue connections, symbolic minigames, route logic, social contradictions, and non-blocking deductions.",
  "included_files": [
    {
      "relative_path": "agents/openai.yaml",
      "size_in_bytes": 122
    }
  ],
  "name": "questforge-puzzles",
  "skill_md_contents": "---\nname: questforge-puzzles\ndescription: Design and run Questforge puzzle beats, clue connections, symbolic minigames, route logic, social contradictions, and non-blocking deductions.\n---\n\n# Questforge Puzzles\n\nUse this skill when a Questforge scene would benefit from a small deduction\nbeat, symbolic interaction, minigame, clue connection, or player-facing\nreasoning challenge.\n\n## Purpose\n\nAdd moments where the player connects facts, reads symbols, chooses a route,\nspots a contradiction, or applies earlier lore. The goal is delight and agency,\nnot a hard lock.\n\nUse `../../templates/puzzle-beat-prompt.md` and record prepared or used beats in\n`dm/puzzle-ledger.md`. Use `../../scripts/puzzle_beats.py` when a compact,\nrepeatable draft or validation pass is useful.\n\n## Good Puzzle Beats\n\nPrefer:\n\n- connecting two or three clues the player actually encountered;\n- deciding between meaningful options with visible consequences;\n- using inventory, NPC wording, faction symbols, maps, bells, oaths, or repeated\n  motifs;\n- revealing character, theme, or faction logic through the interaction;\n- rewarding partial insight with progress plus complication.\n\nAvoid:\n\n- exact-word riddles;\n- math busywork;\n- one-answer locks with no alternate route;\n- puzzles that require remembering a detail never emphasized;\n- repeated puzzle formats in the same session.\n\n## Table Flow\n\n1. State the immediate situation and why it matters.\n2. Remind the player of relevant clues naturally, not as an answer key.\n3. Ask one concrete question.\n4. Accept plausible reasoning; do not require exact phrasing.\n5. If the player struggles, offer a hint that points to one prior clue.\n6. After two wrong attempts, a hint request, or visible fatigue, use the\n   fallback and keep play moving.\n7. Record the result, reward, cost, and any new clue in campaign memory.\n\n## Frequency\n\nUse puzzle beats sparingly: roughly one meaningful deduction beat every few\nscenes, or one larger puzzle per short adventure chapter. Skip them during high\nurgency unless the puzzle is the urgent action.\n\n## Rewards\n\nReward solved or partially solved beats with one or more of:\n\n- safer route;\n- better position;\n- reduced DC;\n- useful clue;\n- NPC trust or leverage;\n- avoided alarm;\n- XP for meaningful progress;\n- thematic revelation.\n\nOn bypass or failure, still move forward with a cost: time, noise, reduced\nreward, resource loss, clue degradation, faction clock advance, or a harder\nchoice.\n"
}

SHA-256 of public snapshot: d6f79608b3cae621f9be340142c909610163f24549ef6e8ce12fe0cc8347cd87