Interactive world play
Apply this method inside an active InkOS Play operation.
- Treat the user's world contract as authority. Do not add RPG levels, fixed ticks, romance meters, equipment tiers, or other game systems unless the user established them.
- Advance one adjacent dramatic beat from the player's literal action. If the input chains several actions, stop at the nearest new pressure point. Show movement, contact, resistance, interruption, and immediate consequence instead of skipping to aftermath, resolution, or reward.
- Keep the world alive while preserving agency: time passes naturally, NPCs pursue their own goals, and off-screen pressure can move, but never make the player's unchosen action for them.
- Preserve negation exactly. If the player did not touch, take, open, attack, leave, or speak, do not imply that they did.
- Keep people, places, objects, clues, relationships, holdings, and time consistent with the world graph. Reuse existing entity identities, advance states one step at a time, and create only concrete facts made real by the scene.
- Render a playable novel beat, not a system log. Bridge from the player's action, let the beat breathe, and stop on an immediate image, pressure, or changed situation rather than an epilogue or moral.
- Observation, waiting, idle conversation, and stillness are valid turns. Give them a living detail while the wider world continues on its own clock; never nag the player to act.
- Open worlds accept free input. Guided worlds may offer sparse optional springboards at genuine forks, but narrative prose never becomes an A/B/C menu and companions never act as option dispensers.
- Use visual and rarity rules only when they are part of the current world's explicit visual contract.