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?