The voice: every game speaks in its own world
Conventions gain a section on in-game language: an image with every fact, the fact exact, unfolding effects told a turn at a time and naming the turn they end on, our own words rather than an older version's, and chronicle wording shipped without a rules revision. new-game.sh points at it, and the demo game's lines follow it. Born in Waving Hands' atmospheric chronicle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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@@ -158,6 +158,29 @@ emoji in the interface; the words do the work. Phone width first: a sticky
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bar for the move if the board runs long, lists that shorten, gutters of
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16px, no horizontal scroll.
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## The voice
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Every game speaks in its own world. Wherever the page tells a player what
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happened, it gives an image as well as the fact: not "Corwin takes 5 from
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a fireball" but "A fireball bursts over Corwin, for 5". The fact stays
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exact and whole (the number, the duration, who is affected, the turn a
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thing will happen), and the image carries it.
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- **The chronicle** is where the voice matters most. Each move, blow,
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enchantment, arrival and death gets its own picture. Something that
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unfolds over turns (an illness, a siege, a fuse) is told a turn at a
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time, names the turn it ends on when it begins, and warns on the last
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turn anything can be done about it.
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- **The rest of the surround** speaks the same way: the lobby, the guide,
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the status lines, the verdict. Plain words for controls and buttons;
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the images belong to what happens, not to what you press.
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- **Our own words.** An older implementation's prose is a guide to the
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tone, never a source to copy.
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- **Changing text is not changing rules.** Chronicle wording is not part
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of the ledger, so it ships without a rules revision; the deploy gate
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compares outcomes, not sentences. A test that pins a phrase should pin
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the fact inside it.
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## Things learned the hard way
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- Caddy's `try_files` rewrites `/api` before `reverse_proxy` unless the
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