Phase Architect
Phase Architect turns a world premise and book-level objective into a connected World Phase graph.
It plans first. You inspect the proposed spine, then apply it in reviewable chunks. The Architect should not silently overwrite an existing graph.
Prepare the source material
Before requesting a graph, make sure the World Profile contains:
- A clear Story Description.
- Linked foreground and background conflict.
- Hidden Truths or another background system.
- World Rules and active factions or pressures.
- One verifiable objective for the whole story.
Plan the spine
A full Global branch commonly needs four to eight major steps. Each step should end with an irreversible change rather than a simple scene break.
Every phase needs:
- One stage objective.
- Observable key results.
- Active pressures.
- A pacing range.
- Enter, stay, and advance conditions.
- Branch criteria where multiple next phases exist.
- Guardrails against early reveals, repetition, or stalling.
Plan hooks
A hook is a promise planted in one phase and paid off in a later connected phase. Core hooks should advance the background layer and remain visible in phase text because the runtime does not maintain a separate hook ledger.
Check that:
- Every payoff phase exists later in the same branch.
- No reveal occurs before its setup.
- Duplicate hooks are merged.
- Core hooks receive visible progress before payoff.
- Payoffs are distributed instead of stacked into one stage.
Validate the graph
Before applying the plan:
- There is one step-0 phase per scope.
- Every non-ending leaf connects forward.
- Every ending is explicitly marked and has no next phase.
- All edges point to a later step.
- Branch conditions are distinguishable.
- Phase text describes flexible states, not mandatory dialogue or scene lists.
Apply safely
Let the Architect compile and validate the full plan before applying it in chunks. Review each chunk, then re-read the completed graph and repair missing links or invalid endings.