Plot a campaign arc before seeding the world
After two campaigns the model kept reaching for the same skeleton no
matter what the player asked for in style.md — small water-adjacent
town, hereditary wardens, sleeping cosmic prisoner under ancient
stonework. claude -p doesn't expose temperature, so the fix has to be
prompt-shaped.
Add a new arc_architect MCP role with a deliberately tiny tool surface
(commit_arc + recall) that runs before the seeder during cold start.
The architect makes two passes: first a cold-draft call with no
novelty injection at all, capturing the model's actual default for
this character + style as text. Then a second call where that cold
draft is the negative example, alongside a handful of random concepts
pulled from procedural pools (industrial materials, kitchen objects,
historical occupations, weather, anatomical, mundane-with-a-wrong-note,
numerical, linguistic) and a drawn hand of Oblique Strategies cards.
The architect critiques and commits a loose arc.md — commitments and
"off the table" list, not an outline.
The seeder then reads arc.md and gets its own draw of concepts +
obliques. The planner gets obliques only as soft thinking-moves —
forcing random material into existing entities would distort what's
already there. The ticker stays as small-motion only.
The DM loads arc.md alongside style.md every turn. seed_world,
plan_world, and tick_world all run at effort=max now too.
Approach was prompted by noticing aldenmere and the new default world
were rhyming hard despite very different style.md inputs. The
cold-draft trick was Chris's idea — much sharper than asking me to
write trope blocklists, since the model itself is the most accurate
diagnostic for its own defaults.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>