# pebbleQuest

A mystery adventure you play in chat, with clues, secrets and a story that remembers your choices.

From the pebblebase pebble box: https://pebblebase.dev/box/pebble-quest

## Ask it

- Continue my game.
- I ask the innkeeper where she was last night.
- What am I carrying?
- Which clues have I found?
- Recap the story so far without moving on.

## What's inside

- Records: campaigns; characters, places and items; lore, open or secret; the story's state: where you are, who holds what, clues found, trust and open threads; turns, each with what it changed.
- Views: Continue (table), Inventory (table), Known people (table), Discovered clues (table), Open threads (table), Adventure journal (table).
- Reminders: none.
- Tests: 48.

## Good to know

- One player: no multiplayer, dice or combat.
- Secrets are kept out of the player's views, not locked away: it's your own pebble.
- Your AI narrates and the pebble keeps the record. Time between chats never moves the story.

## Rebuilt

Rebuilt 2026-10-13 in Claude: 48 tests pass.

## The prompt

Paste this into a chat with pebblebase connected. Setup steps: https://pebblebase.dev/pebblebase/agent-guide.md

Run a mystery adventure with me that I play in chat. Before we start, agree a premise, my character, a tone and how freely you may invent the story. Fix the mystery's solution and its clues before play, so the answer can't move to beat my theory. Keep the characters, places and items; lore that's open or secret; the state of the story: where I am, who holds each item, which clues I've found, how much people trust me, and which threads are open; and every turn I take, with what it changed.

Views: continue (a short recap, the scene and what's at stake), what I'm carrying, people I know, clues I've found, open threads, and a journal of my turns. Keep separate author views for secrets and the full state, and leave secrets out of everything I see as the player.

Rules: a turn and everything it changes save together or not at all. Turns are numbered in order, and two turns can't both follow the same one. Every item has exactly one holder: I can take only what's here and give only what I hold. A clue I've found stays found. Saved turns can't be edited or deleted; a mistake gets a correction turn with a reason. If a reply is lost, retrying the same turn returns the same result instead of playing it twice. Once the game ends, no more turns.

Write these as tests first. Inside the story, invent freely within what we agreed; ask me about anything outside it.
