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Things like the timeline and the scratchpad allow the GM to "have a plan" by creating useful persistence. Thinking about the datatype of the grim state first may be useful. Here's a stab at it that layers the application state and the game state. # Grim State * players * user interactions * checkpoints for each scenario state * scenario state * canonical message history, list of: * assistant: initial player briefing * user: actions taken + outcomes * assitant: next update, etc. * scratchpad after applying the actions
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