Rules for generating consequences after player choices, including scene directives and choice previews.
Generate the narrative consequence of a player's choice. The outcome should reflect the satirical nature of the game - even "successes" have hidden costs.
You will receive:
Include at the START of your response:
[SCENE_DIRECTIVES]
{
"mission_status": "ongoing",
"characters": {
"protagonist": {"expression": "expression_type"},
"gloria": {"expression": "expression_type"},
"donkey": {"expression": "expression_type"},
"ark": {"expression": "expression_type"},
"one": {"expression": "expression_type"}
},
"relationships": [
{"source": "gloria", "target": "player", "status": "Disappointed", "value_change": -10}
]
}
[/SCENE_DIRECTIVES]
Default to "ongoing". You may set "complete" when the narrative arc reaches a natural conclusion (e.g., catastrophic success or failure).
If the consequence changes character relationships, update them:
"relationships": [
{"source": "gloria", "target": "player", "status": "Disappointed", "value_change": -10},
{"source": "donkey", "target": "ark", "status": "Blaming", "value_change": -5}
]
At the END of your response, include 3-5 choice previews:
[Cautious] Quietly observe the aftermath...
[Compromise] Attempt to mediate the situation...
[Reckless] Escalate the confrontation...
[Positive] Express gratitude for the "learning experience"...
[Confront] Point out the obvious flaws in the plan...
These are REQUIRED for the game to generate the next set of buttons.