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Works with

Claude CodeClaude DesktopCursorVS CodeClineCodex CLIOpenClaw+ any MCP client

Install to Claude Code

This server doesn't publish a one-line install command. Follow the setup in the source repository.

Summary

An MCP server that provides 18 tools for dice rolling, luck tests, character management, world state, combat, and save/load, enabling an AI game master to run a solo-play gamebook entirely through deterministic game logic.

README.md

Fantasy Gamebook Engine

A solo-play gamebook (Fighting Fantasy–style) engine where an AI acts as the game master and narrator. The whole design turns on one hard rule:

The AI never invents numbers or rolls dice in prose. All randomness, state, and combat math go through an MCP server. The AI only narrates and offers choices.

Everything numeric — dice, attribute generation, luck tests, combat rounds, persistence — is owned by a deterministic Python engine and exposed to the narrator as MCP tools. The narrator (Phase 1: Claude Code) reads real state, calls tools, and writes the story around the results.

Status: Phase-1 MVP — implemented and green. Python engine under src/gamebook/, an MCP server exposing 18 tools, 158 passing tests at 96% coverage across tests/engine, tests/server, and tests/qa. The narrator harness lives as Claude Code skills and commands under .claude/.

---

Why it's built this way

The system decomposes into 8 modules, and the golden rule of the design is that dependency arrows point only at interfaces/contracts, never at concrete implementations. That discipline is what makes three things swappable without touching the rest:

  1. StorageJSONStorage today, PostgresStorage tomorrow. Injected at server startup.
  2. Adventure — swap the lore module without touching the engine. Today a SKILL.md.
  3. Harness — swap who narrates (terminal → web) while reusing the same MCP tool contract.
07 harness ───────► 05 mcp ◄──────── 08 commands
                      │
        ┌─────────────┼─────────────┐
        ▼             ▼             ▼
   01 rules      04 combat     03 storage (interface)
        │             │             ▲
        └──────►──────┘             │ implements
                  │                 │
                  ▼                 │
            02 domain ◄─────────────┘   (shared data contracts)

06 adventure-module ──(lore consumed by)──► 07 harness

| # | Module | Responsibility | Pluggable? | |----|--------------------|--------------------------------------------------------------------------------|-------------------------| | 01 | rules | Pure rules engine — dice, attributes, luck test, one combat round. No I/O, RNG injected. | — (stable) | | 02 | domain | Shared data contracts + invariant validation. Depends on nothing. | — (stable) | | 03 | storage | Persistence behind the StorageBackend interface. | ✅ JSON ↔ Postgres | | 04 | combat | Combat lifecycle (start → rounds → flee → end). | — | | 05 | mcp | MCP server exposing tools to the harness. No game rules of its own. | — (stable contract) | | 06 | adventure-module | Pluggable static lore (zones, bestiary, victory). Debut: Ignarok. | ✅ Ignarok ↔ others | | 07 | harness | The narrator/master that talks to the player and calls the MCP. | ✅ Claude Code ↔ agent | | 08 | commands | System commands (/hero, /backpack, /map, /save). | ✅ add new ones |

Project layout

src/gamebook/
  domain/    # data contracts: CharacterSheet, World, Event, Combat, ArchiveRecord
  rules/     # pure rules engine (interfaces + implementation), injectable RNG
  storage/   # StorageBackend interface + JSONStorage + in-memory impl
  combat/    # combat lifecycle (interfaces + implementation)
  mcp/       # FastMCP server over stdio — orchestrates the modules
docs/
  00-index.md … 08-commands.md   # specs (requirements)
  CONTRACTS.md                   # authoritative English code contract
  adrs/                          # architecture decision records
  learning-lessons/              # captured gotchas
.claude/
  skills/    # game-master, combat-sub-agent, ignarok (the Phase-1 harness)
  commands/  # /hero, /backpack, /map, /save
tests/
  engine/  server/  qa/

Requirements

  • Python 3.13 (.python-version), requires-python >= 3.12
  • uv for dependency management and running

Quickstart

# Run the full test suite
uv run pytest -q

# Scope it
uv run pytest tests/engine -q     # pure rules (seeded RNG, in-memory storage)
uv run pytest tests/server -q     # storage + MCP server
uv run pytest tests/qa -q         # plugability / isolation / e2e

# The golden-rule plugability audit (catches any module reaching past an interface)
uv run pytest tests/qa/test_dependencies.py tests/qa/test_isolation.py -q

# Start the MCP server over stdio (exits cleanly on EOF)
uv run python -m gamebook.mcp.server

The server is registered for Claude Code in .mcp.json, so the narrator skills can call it directly.

MCP tools (18)

The authoritative contract is docs/CONTRACTS.md §6. Grouped by purpose:

| Group | Tools | |-------------|-----------------------------------------------------------------------------------------| | Dice & luck | roll_dice, test_luck | | Character | create_character, read_character_sheet, update_character_sheet, archive_character| | World | read_world, update_world | | Chronicle | register_event, read_events, read_summary, update_summary | | Combat | start_combat, resolve_combat_round, flee_combat, end_combat | | Saves | save_progress, load_progress |

Game rules (reference)

  • Attributes: skill = 1d6+6, stamina = 2d6+12, luck = 1d6+6 — each tracks initial/current.
  • Luck test: success if roll ≤ current luck; luck always decrements by exactly 1 afterward.
  • Combat round: each side's attack strength = skill + 2d6; higher AS hits for base

damage 2, a tie deals 0.

  • Luck on a hit: won+lucky → 4, won+unlucky → 1, lost+lucky → 1, lost+unlucky → 3.
  • Death / flee: hero at 0 stamina → alive: false; fleeing costs 2 stamina and only if allowed.

rules and combat are tested in full isolation with a seeded RNG and in-memory storage — deterministic, no disk, no AI.

Playing a session (Phase-1 harness)

When you sit down to play rather than develop, Claude Code becomes the Game Master.

Session-opening rule: before narrating anything, the master reads real engine state via MCP (read_character_sheet, read_world, read_events, read_summary). No living character → it offers create_character and starts the adventure's opening. A living character → it resumes from the exact recorded point (never restarts, re-rolls, or contradicts recorded facts). Every number and state change routes through MCP tools.

  • Skills (.claude/skills/): game-master (narrator), combat-sub-agent (runs one

fight), ignarok (the debut adventure — swap this file to swap adventures).

  • Commands (.claude/commands/): /hero, /backpack, /map, /save — read-outs and

checkpoints that reflect real MCP state and don't advance the story.

Documentation

  • docs/00-index.md — start here; maps every module.
  • docs/CONTRACTS.md — the authoritative English code contract (cross-module interfaces,

domain schema §2, MCP tool contract §6). When code and a spec disagree, CONTRACTS.md governs.

  • docs/adrs/ — architecture decision records (ADR-001 … ADR-010).
  • docs/learning-lessons/ — captured gotchas worth not relearning.
  • CLAUDE.md — guidance for Claude Code working in this repo.

Roadmap

  • Phase 1 (current): Claude Code as harness, JSONStorage, adventure as SKILL.md.
  • Phase 2: a PydanticAI/FastAPI harness with structured Scene output for a web frontend,

plus PostgresStorage — reusing the same MCP tool contract and adventure module unchanged. That reuse is the entire point of the architecture.

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