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Simple Example

This example uses a small generic project.

Project

Project: The Broken Road

Entities

Character: Mara
  summary: A town guard who wants to keep the road safe.

Faction: Road Guild
  summary: A trade group that maintains the main road.

Location: Old Bridge
  summary: A damaged bridge outside town.

Fact: The bridge foundation is cracked.

Event: Caravan arrival
  summary: A caravan is expected tomorrow.

Relationships

Mara -> belongs_to -> Town Guard
Road Guild -> maintains -> Old Bridge
Mara -> knows -> Fact: The bridge foundation is cracked
Caravan arrival -> depends_on -> Old Bridge

Planned Chronology

Day 1: Players arrive in town.
Day 2: Caravan reaches the old bridge.
Day 3: Bridge may collapse if not repaired.

Continuity Mutation

If the players repair the bridge:

Mutation:
  target: Old Bridge
  field: status
  old: unsafe
  new: repaired
  reason: Players repaired the bridge before the caravan arrived.

If the players ignore it:

Mutation:
  target: Old Bridge
  field: status
  old: unsafe
  new: collapsed
  reason: Caravan crossed the bridge before repairs were made.

Why This Is Useful

The same project data can answer:

Who knows the bridge is unsafe?
What events depend on the bridge?
Which faction maintains the bridge?
What changed in this continuity?
What should players be allowed to see?