rpg-engine 0.0.0-stage → 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +101 -2
- package/dist/campaign/create-campaign.d.ts +6 -0
- package/dist/campaign/create-campaign.js +71 -0
- package/dist/campaign/find-campaign.d.ts +8 -0
- package/dist/campaign/find-campaign.js +28 -0
- package/dist/campaign/host-files.d.ts +16 -0
- package/dist/campaign/host-files.js +134 -0
- package/dist/campaign/index.d.ts +5 -0
- package/dist/campaign/index.js +6 -0
- package/dist/campaign/settings.d.ts +185 -0
- package/dist/campaign/settings.js +399 -0
- package/dist/campaign/state.d.ts +15 -0
- package/dist/campaign/state.js +52 -0
- package/dist/cli.d.ts +2 -0
- package/dist/cli.js +19 -0
- package/dist/command-line.d.ts +7 -0
- package/dist/command-line.js +140 -0
- package/dist/commands/advance.d.ts +7 -0
- package/dist/commands/advance.js +80 -0
- package/dist/commands/ask.d.ts +33 -0
- package/dist/commands/ask.js +280 -0
- package/dist/commands/change.d.ts +69 -0
- package/dist/commands/change.js +604 -0
- package/dist/commands/config.d.ts +59 -0
- package/dist/commands/config.js +512 -0
- package/dist/commands/effect-layer.d.ts +22 -0
- package/dist/commands/effect-layer.js +84 -0
- package/dist/commands/effect.d.ts +27 -0
- package/dist/commands/effect.js +369 -0
- package/dist/commands/find.d.ts +34 -0
- package/dist/commands/find.js +64 -0
- package/dist/commands/game-advance.d.ts +50 -0
- package/dist/commands/game-advance.js +103 -0
- package/dist/commands/game-effects.d.ts +68 -0
- package/dist/commands/game-effects.js +196 -0
- package/dist/commands/game-environment.d.ts +16 -0
- package/dist/commands/game-environment.js +24 -0
- package/dist/commands/game-events.d.ts +84 -0
- package/dist/commands/game-events.js +325 -0
- package/dist/commands/game-experience.d.ts +57 -0
- package/dist/commands/game-experience.js +119 -0
- package/dist/commands/game-grid-moves.d.ts +33 -0
- package/dist/commands/game-grid-moves.js +94 -0
- package/dist/commands/game-grids.d.ts +52 -0
- package/dist/commands/game-grids.js +162 -0
- package/dist/commands/game-here.d.ts +40 -0
- package/dist/commands/game-here.js +100 -0
- package/dist/commands/game-images.d.ts +31 -0
- package/dist/commands/game-images.js +87 -0
- package/dist/commands/game-journey.d.ts +62 -0
- package/dist/commands/game-journey.js +163 -0
- package/dist/commands/game-knowledge.d.ts +32 -0
- package/dist/commands/game-knowledge.js +120 -0
- package/dist/commands/game-maps.d.ts +20 -0
- package/dist/commands/game-maps.js +51 -0
- package/dist/commands/game-mode.d.ts +31 -0
- package/dist/commands/game-mode.js +128 -0
- package/dist/commands/game-money.d.ts +17 -0
- package/dist/commands/game-money.js +55 -0
- package/dist/commands/game-moods.d.ts +22 -0
- package/dist/commands/game-moods.js +32 -0
- package/dist/commands/game-moves.d.ts +14 -0
- package/dist/commands/game-moves.js +43 -0
- package/dist/commands/game-open.d.ts +18 -0
- package/dist/commands/game-open.js +47 -0
- package/dist/commands/game-outside.d.ts +14 -0
- package/dist/commands/game-outside.js +151 -0
- package/dist/commands/game-positions.d.ts +52 -0
- package/dist/commands/game-positions.js +244 -0
- package/dist/commands/game-quests.d.ts +46 -0
- package/dist/commands/game-quests.js +97 -0
- package/dist/commands/game-recipes.d.ts +34 -0
- package/dist/commands/game-recipes.js +109 -0
- package/dist/commands/game-reminders.d.ts +22 -0
- package/dist/commands/game-reminders.js +74 -0
- package/dist/commands/game-roads.d.ts +90 -0
- package/dist/commands/game-roads.js +284 -0
- package/dist/commands/game-rules.d.ts +17 -0
- package/dist/commands/game-rules.js +30 -0
- package/dist/commands/game-saves.d.ts +59 -0
- package/dist/commands/game-saves.js +249 -0
- package/dist/commands/game-scene.d.ts +69 -0
- package/dist/commands/game-scene.js +285 -0
- package/dist/commands/game-thresholds.d.ts +13 -0
- package/dist/commands/game-thresholds.js +41 -0
- package/dist/commands/game-time.d.ts +17 -0
- package/dist/commands/game-time.js +42 -0
- package/dist/commands/game-view-journal.d.ts +145 -0
- package/dist/commands/game-view-journal.js +129 -0
- package/dist/commands/game-view-map.d.ts +78 -0
- package/dist/commands/game-view-map.js +266 -0
- package/dist/commands/game-view-place.d.ts +160 -0
- package/dist/commands/game-view-place.js +388 -0
- package/dist/commands/game-world.d.ts +60 -0
- package/dist/commands/game-world.js +204 -0
- package/dist/commands/image.d.ts +19 -0
- package/dist/commands/image.js +185 -0
- package/dist/commands/index.d.ts +3 -0
- package/dist/commands/index.js +57 -0
- package/dist/commands/init.d.ts +23 -0
- package/dist/commands/init.js +44 -0
- package/dist/commands/install.d.ts +23 -0
- package/dist/commands/install.js +68 -0
- package/dist/commands/instructions.d.ts +4 -0
- package/dist/commands/instructions.js +97 -0
- package/dist/commands/mode.d.ts +23 -0
- package/dist/commands/mode.js +84 -0
- package/dist/commands/mood.d.ts +34 -0
- package/dist/commands/mood.js +113 -0
- package/dist/commands/move.d.ts +34 -0
- package/dist/commands/move.js +274 -0
- package/dist/commands/notes.d.ts +10 -0
- package/dist/commands/notes.js +37 -0
- package/dist/commands/page-counters.d.ts +24 -0
- package/dist/commands/page-counters.js +84 -0
- package/dist/commands/parts.d.ts +16 -0
- package/dist/commands/parts.js +49 -0
- package/dist/commands/problems.d.ts +5 -0
- package/dist/commands/problems.js +47 -0
- package/dist/commands/progression.d.ts +68 -0
- package/dist/commands/progression.js +206 -0
- package/dist/commands/rename.d.ts +16 -0
- package/dist/commands/rename.js +116 -0
- package/dist/commands/reveal.d.ts +25 -0
- package/dist/commands/reveal.js +193 -0
- package/dist/commands/roll.d.ts +56 -0
- package/dist/commands/roll.js +302 -0
- package/dist/commands/route.d.ts +19 -0
- package/dist/commands/route.js +110 -0
- package/dist/commands/rules.d.ts +48 -0
- package/dist/commands/rules.js +194 -0
- package/dist/commands/save.d.ts +68 -0
- package/dist/commands/save.js +141 -0
- package/dist/commands/scene.d.ts +105 -0
- package/dist/commands/scene.js +741 -0
- package/dist/commands/sheet.d.ts +136 -0
- package/dist/commands/sheet.js +445 -0
- package/dist/commands/show.d.ts +76 -0
- package/dist/commands/show.js +216 -0
- package/dist/commands/status.d.ts +54 -0
- package/dist/commands/status.js +291 -0
- package/dist/commands/translate.d.ts +23 -0
- package/dist/commands/translate.js +108 -0
- package/dist/commands/travel.d.ts +47 -0
- package/dist/commands/travel.js +457 -0
- package/dist/commands/validate.d.ts +4 -0
- package/dist/commands/validate.js +25 -0
- package/dist/commands/view.d.ts +272 -0
- package/dist/commands/view.js +623 -0
- package/dist/commands/worked-out.d.ts +116 -0
- package/dist/commands/worked-out.js +704 -0
- package/dist/commands/write.d.ts +51 -0
- package/dist/commands/write.js +1017 -0
- package/dist/core/command-reference.d.ts +6 -0
- package/dist/core/command-reference.js +47 -0
- package/dist/core/context.d.ts +140 -0
- package/dist/core/context.js +28 -0
- package/dist/core/field-kind.d.ts +6 -0
- package/dist/core/field-kind.js +5 -0
- package/dist/core/files.d.ts +4 -0
- package/dist/core/files.js +30 -0
- package/dist/core/formula.d.ts +164 -0
- package/dist/core/formula.js +590 -0
- package/dist/core/frozen.d.ts +2 -0
- package/dist/core/frozen.js +11 -0
- package/dist/core/length.d.ts +27 -0
- package/dist/core/length.js +49 -0
- package/dist/core/log.d.ts +27 -0
- package/dist/core/log.js +38 -0
- package/dist/core/memo.d.ts +2 -0
- package/dist/core/memo.js +17 -0
- package/dist/core/mood.d.ts +6 -0
- package/dist/core/mood.js +11 -0
- package/dist/core/problem.d.ts +6 -0
- package/dist/core/problem.js +1 -0
- package/dist/core/progression-rule.d.ts +21 -0
- package/dist/core/progression-rule.js +2 -0
- package/dist/core/registry.d.ts +31 -0
- package/dist/core/registry.js +25 -0
- package/dist/core/session-store.d.ts +90 -0
- package/dist/core/session-store.js +289 -0
- package/dist/core/store.d.ts +83 -0
- package/dist/core/store.js +224 -0
- package/dist/core/text.d.ts +12 -0
- package/dist/core/text.js +32 -0
- package/dist/core/version.d.ts +2 -0
- package/dist/core/version.js +6 -0
- package/dist/core/yaml-file.d.ts +10 -0
- package/dist/core/yaml-file.js +42 -0
- package/dist/counters/counter.d.ts +36 -0
- package/dist/counters/counter.js +59 -0
- package/dist/counters/index.d.ts +1 -0
- package/dist/counters/index.js +2 -0
- package/dist/dashboard/address.js +43 -0
- package/dist/dashboard/api.js +185 -0
- package/dist/dashboard/app.js +217 -0
- package/dist/dashboard/asked.js +132 -0
- package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
- package/dist/dashboard/assets/dice/dice.glb +0 -0
- package/dist/dashboard/assets/dice/dice.json +1 -0
- package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
- package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
- package/dist/dashboard/assets/favicon.svg +7 -0
- package/dist/dashboard/assets/icon-180.png +0 -0
- package/dist/dashboard/assets/icon-32.png +0 -0
- package/dist/dashboard/assets/master.svg +71 -0
- package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
- package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
- package/dist/dashboard/card.js +61 -0
- package/dist/dashboard/columns.js +37 -0
- package/dist/dashboard/combat.js +72 -0
- package/dist/dashboard/data.js +3 -0
- package/dist/dashboard/dice/burn.js +200 -0
- package/dist/dashboard/dice/celebration.js +199 -0
- package/dist/dashboard/dice/floor-cracks.js +149 -0
- package/dist/dashboard/dice/frost.js +51 -0
- package/dist/dashboard/dice/load.js +66 -0
- package/dist/dashboard/dice/models.js +138 -0
- package/dist/dashboard/dice/pool.js +49 -0
- package/dist/dashboard/dice/roller.js +101 -0
- package/dist/dashboard/dice/sets.js +49 -0
- package/dist/dashboard/dice/sounds.js +102 -0
- package/dist/dashboard/dice/stage.js +355 -0
- package/dist/dashboard/dice/throw.js +242 -0
- package/dist/dashboard/dice/tray.js +365 -0
- package/dist/dashboard/faces.js +16 -0
- package/dist/dashboard/footer.js +17 -0
- package/dist/dashboard/free-rolls.js +41 -0
- package/dist/dashboard/game-words.js +164 -0
- package/dist/dashboard/glass.js +12 -0
- package/dist/dashboard/guide/ar.md +308 -0
- package/dist/dashboard/guide/cs.md +308 -0
- package/dist/dashboard/guide/da.md +308 -0
- package/dist/dashboard/guide/de.md +308 -0
- package/dist/dashboard/guide/el.md +308 -0
- package/dist/dashboard/guide/en.md +307 -0
- package/dist/dashboard/guide/es.md +308 -0
- package/dist/dashboard/guide/fi.md +308 -0
- package/dist/dashboard/guide/fr.md +308 -0
- package/dist/dashboard/guide/he.md +308 -0
- package/dist/dashboard/guide/hi.md +308 -0
- package/dist/dashboard/guide/hu.md +308 -0
- package/dist/dashboard/guide/is.md +308 -0
- package/dist/dashboard/guide/it.md +308 -0
- package/dist/dashboard/guide/ja.md +308 -0
- package/dist/dashboard/guide/ko.md +308 -0
- package/dist/dashboard/guide/nb.md +308 -0
- package/dist/dashboard/guide/nl.md +308 -0
- package/dist/dashboard/guide/pl.md +308 -0
- package/dist/dashboard/guide/pt.md +308 -0
- package/dist/dashboard/guide/ro.md +308 -0
- package/dist/dashboard/guide/ru.md +308 -0
- package/dist/dashboard/guide/sv.md +308 -0
- package/dist/dashboard/guide/tr.md +308 -0
- package/dist/dashboard/guide/uk.md +308 -0
- package/dist/dashboard/guide/zh.md +308 -0
- package/dist/dashboard/guide-blocks.js +72 -0
- package/dist/dashboard/guide-markdown.js +63 -0
- package/dist/dashboard/help.js +92 -0
- package/dist/dashboard/i18n/ar.json +670 -0
- package/dist/dashboard/i18n/cs.json +670 -0
- package/dist/dashboard/i18n/da.json +670 -0
- package/dist/dashboard/i18n/de.json +670 -0
- package/dist/dashboard/i18n/el.json +670 -0
- package/dist/dashboard/i18n/es.json +670 -0
- package/dist/dashboard/i18n/fi.json +670 -0
- package/dist/dashboard/i18n/fr.json +670 -0
- package/dist/dashboard/i18n/he.json +670 -0
- package/dist/dashboard/i18n/hi.json +670 -0
- package/dist/dashboard/i18n/hu.json +670 -0
- package/dist/dashboard/i18n/is.json +670 -0
- package/dist/dashboard/i18n/it.json +670 -0
- package/dist/dashboard/i18n/ja.json +670 -0
- package/dist/dashboard/i18n/ko.json +670 -0
- package/dist/dashboard/i18n/nb.json +670 -0
- package/dist/dashboard/i18n/nl.json +670 -0
- package/dist/dashboard/i18n/pl.json +670 -0
- package/dist/dashboard/i18n/pt.json +670 -0
- package/dist/dashboard/i18n/ro.json +670 -0
- package/dist/dashboard/i18n/ru.json +670 -0
- package/dist/dashboard/i18n/sv.json +670 -0
- package/dist/dashboard/i18n/tr.json +670 -0
- package/dist/dashboard/i18n/uk.json +670 -0
- package/dist/dashboard/i18n/zh.json +670 -0
- package/dist/dashboard/icons.js +123 -0
- package/dist/dashboard/journal.js +188 -0
- package/dist/dashboard/labels.js +226 -0
- package/dist/dashboard/language-choice.js +83 -0
- package/dist/dashboard/languages.js +144 -0
- package/dist/dashboard/layout.js +93 -0
- package/dist/dashboard/map-sheet.js +32 -0
- package/dist/dashboard/map-symbols.js +79 -0
- package/dist/dashboard/markdown.js +72 -0
- package/dist/dashboard/master.js +69 -0
- package/dist/dashboard/mood-faces.js +16 -0
- package/dist/dashboard/mood.js +27 -0
- package/dist/dashboard/notes.js +203 -0
- package/dist/dashboard/notices.js +24 -0
- package/dist/dashboard/pages.js +32 -0
- package/dist/dashboard/party.js +65 -0
- package/dist/dashboard/place-map-view.js +362 -0
- package/dist/dashboard/place-map.js +204 -0
- package/dist/dashboard/prefs.js +97 -0
- package/dist/dashboard/reactions.js +28 -0
- package/dist/dashboard/requested.js +32 -0
- package/dist/dashboard/rolls.js +240 -0
- package/dist/dashboard/saves.js +154 -0
- package/dist/dashboard/scene.js +63 -0
- package/dist/dashboard/settings.js +362 -0
- package/dist/dashboard/setup.js +195 -0
- package/dist/dashboard/sheet.js +180 -0
- package/dist/dashboard/status.js +42 -0
- package/dist/dashboard/story.js +51 -0
- package/dist/dashboard/style.css +9355 -0
- package/dist/dashboard/text.js +158 -0
- package/dist/dashboard/theme.js +32 -0
- package/dist/dashboard/top.js +156 -0
- package/dist/dashboard/widgets.js +69 -0
- package/dist/dashboard/world-map.js +523 -0
- package/dist/dashboard/world.js +357 -0
- package/dist/dashboard-server.d.ts +38 -0
- package/dist/dashboard-server.js +818 -0
- package/dist/dice/evaluate.d.ts +30 -0
- package/dist/dice/evaluate.js +90 -0
- package/dist/dice/format.d.ts +3 -0
- package/dist/dice/format.js +26 -0
- package/dist/dice/index.d.ts +4 -0
- package/dist/dice/index.js +5 -0
- package/dist/dice/notation.d.ts +43 -0
- package/dist/dice/notation.js +132 -0
- package/dist/dice/proof.d.ts +4 -0
- package/dist/dice/proof.js +12 -0
- package/dist/dice/roll-dice.d.ts +29 -0
- package/dist/dice/roll-dice.js +43 -0
- package/dist/dice/words.d.ts +12 -0
- package/dist/dice/words.js +21 -0
- package/dist/effects/effect.d.ts +57 -0
- package/dist/effects/effect.js +123 -0
- package/dist/effects/index.d.ts +1 -0
- package/dist/effects/index.js +2 -0
- package/dist/grid/grid.d.ts +53 -0
- package/dist/grid/grid.js +151 -0
- package/dist/grid/index.d.ts +2 -0
- package/dist/grid/index.js +2 -0
- package/dist/grid/paths.d.ts +27 -0
- package/dist/grid/paths.js +128 -0
- package/dist/images/images.d.ts +26 -0
- package/dist/images/images.js +74 -0
- package/dist/images/index.d.ts +1 -0
- package/dist/images/index.js +2 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/instructions/index.d.ts +17 -0
- package/dist/instructions/index.js +48 -0
- package/dist/map/geometry.d.ts +22 -0
- package/dist/map/geometry.js +66 -0
- package/dist/map/index.d.ts +3 -0
- package/dist/map/index.js +5 -0
- package/dist/map/looks.d.ts +9 -0
- package/dist/map/looks.js +57 -0
- package/dist/map/ways.d.ts +36 -0
- package/dist/map/ways.js +78 -0
- package/dist/mcp-server.d.ts +22 -0
- package/dist/mcp-server.js +289 -0
- package/dist/money/index.d.ts +1 -0
- package/dist/money/index.js +2 -0
- package/dist/money/money.d.ts +48 -0
- package/dist/money/money.js +218 -0
- package/dist/page-words.d.ts +46 -0
- package/dist/page-words.js +221 -0
- package/dist/pages/check.d.ts +9 -0
- package/dist/pages/check.js +345 -0
- package/dist/pages/containers.d.ts +34 -0
- package/dist/pages/containers.js +181 -0
- package/dist/pages/environment.d.ts +26 -0
- package/dist/pages/environment.js +118 -0
- package/dist/pages/index.d.ts +15 -0
- package/dist/pages/index.js +16 -0
- package/dist/pages/inheritance.d.ts +80 -0
- package/dist/pages/inheritance.js +260 -0
- package/dist/pages/maps.d.ts +11 -0
- package/dist/pages/maps.js +14 -0
- package/dist/pages/markdown.d.ts +59 -0
- package/dist/pages/markdown.js +271 -0
- package/dist/pages/page-file.d.ts +26 -0
- package/dist/pages/page-file.js +166 -0
- package/dist/pages/page-types.d.ts +17 -0
- package/dist/pages/page-types.js +18 -0
- package/dist/pages/positions.d.ts +11 -0
- package/dist/pages/positions.js +23 -0
- package/dist/pages/rename-page.d.ts +39 -0
- package/dist/pages/rename-page.js +109 -0
- package/dist/pages/roads.d.ts +11 -0
- package/dist/pages/roads.js +40 -0
- package/dist/pages/standard-fields.d.ts +31 -0
- package/dist/pages/standard-fields.js +142 -0
- package/dist/pages/system-pages.d.ts +35 -0
- package/dist/pages/system-pages.js +98 -0
- package/dist/pages/world.d.ts +174 -0
- package/dist/pages/world.js +349 -0
- package/dist/pages/write-page.d.ts +27 -0
- package/dist/pages/write-page.js +311 -0
- package/dist/pictures/briefs.d.ts +25 -0
- package/dist/pictures/briefs.js +145 -0
- package/dist/pictures/chosen.d.ts +5 -0
- package/dist/pictures/chosen.js +21 -0
- package/dist/pictures/claude.d.ts +14 -0
- package/dist/pictures/claude.js +129 -0
- package/dist/pictures/codex.d.ts +20 -0
- package/dist/pictures/codex.js +154 -0
- package/dist/pictures/helpers.d.ts +26 -0
- package/dist/pictures/helpers.js +219 -0
- package/dist/pictures/index.d.ts +6 -0
- package/dist/pictures/index.js +8 -0
- package/dist/pictures/stop.d.ts +3 -0
- package/dist/pictures/stop.js +10 -0
- package/dist/pictures/svg.d.ts +4 -0
- package/dist/pictures/svg.js +129 -0
- package/dist/player-notes/index.d.ts +1 -0
- package/dist/player-notes/index.js +2 -0
- package/dist/player-notes/notes.d.ts +21 -0
- package/dist/player-notes/notes.js +50 -0
- package/dist/progression/index.d.ts +1 -0
- package/dist/progression/index.js +1 -0
- package/dist/progression/level-table.d.ts +41 -0
- package/dist/progression/level-table.js +123 -0
- package/dist/rules/index.d.ts +3 -0
- package/dist/rules/index.js +4 -0
- package/dist/rules/rule-book.d.ts +31 -0
- package/dist/rules/rule-book.js +157 -0
- package/dist/rules/search.d.ts +18 -0
- package/dist/rules/search.js +101 -0
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# RPG Engine: den kompletta guiden
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**RPG Engine** låter dig spela ett bordsrollspel med en **AI som spelledare**. Du pratar med spelledaren i en **chatt**. RPG Engine arbetar i bakgrunden: det **minns världen**, **slår tärningarna** och **för räkenskaperna**. Bredvid chatten har du en sida öppen i webbläsaren, **dashboarden**, med ditt rollformulär, tärningarna, kartorna och din dagbok.
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Den här guiden är till för spelare: du behöver inte kunna programmera.
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## Snabbstart <!-- icon: send -->
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1. Installera **Node.js** från [nodejs.org](https://nodejs.org) (LTS-versionen).
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2. Installera en **AI-agent**, programmet som spelledaren körs i, och logga in: till exempel Claude Code eller Codex ([2.4](#24-connect-your-ai)).
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3. Installera RPG Engine i en terminal: `npm install -g rpg-engine`.
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4. Skapa en kampanj: `rpg init "The Salt Isles"`.
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5. Gå in i den nya mappen med `cd "The Salt Isles"` och starta din agent där: `claude` för Claude Code, `codex` för Codex. Svara ja när den frågar om du litar på mappen ([2.4](#24-connect-your-ai)) och skriv sedan *Hej! Nu börjar vi.* Spelledaren svarar med länken till din dashboard.
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## 1. Vad RPG Engine är <!-- icon: about -->
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| Vem | Vad de gör |
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|---|---|
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| **Du** | Du spelar din rollperson: vad den gör, säger och försöker. |
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| **Spelledaren** (AI:n) | Berättar historien, spelar alla andra, avgör vad som händer och ber om slag. |
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| **RPG Engine** | Förvarar världen i filer, slår tärningarna, räknar livspoäng, pengar, tid och avstånd, och håller hemligheter dolda tills du upptäcker dem. |
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Världen förblir densamma från en kväll till nästa, även i en ny chatt, även med en annan AI:
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- **Det som har sagts förblir sant.** En död skurk förblir död.
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- **Tärningarna är äkta.** Spelledaren kan inte vrida på dem, utom på den lättaste svårighetsgraden, om du väljer den.
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- **Hemligheter förblir hemliga.** Spelledaren berättar aldrig det som din rollperson inte vet.
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- **Världen rör sig.** Hot närmar sig medan du vilar eller reser, och du ser tecknen.
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- **En kampanj är en mapp** på din dator: sluta när du vill och fortsätt senare.
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I dag spelar RPG Engine ett spelsystem, **femte utgåvan**, från det fria System Reference Document 5.1. Fler kommer ([Kommer senare](#9-coming-later)).
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---
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## 2. Komma igång <!-- icon: path -->
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### 2.1 Det här behöver du
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- En dator med Windows, macOS eller Linux, och en webbläsare.
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- **Node.js 22** eller nyare, från [nodejs.org](https://nodejs.org). Det följer med `npm`, som installerar RPG Engine.
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- En **terminal**: i Windows Terminal eller PowerShell, i macOS Terminal. För att öppna en i en mapp: högerklicka på mappen och välj **Öppna i Terminal** (Windows) eller **Tjänster > Ny terminal i mappen** (macOS).
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- En **AI-agent** för spelledaren ([2.4](#24-connect-your-ai)), med den **största modellen** den erbjuder: en liten modell är lättare att övertala att avslöja hemligheter eller böja reglerna.
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### 2.2 Installera
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```text
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npm install -g rpg-engine
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```
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Med `rpg --version` kontrollerar du att det gick bra. Du använder `rpg` en gång per kampanj, för att skapa den. Därefter startar din agent RPG Engine själv.
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### 2.3 Skapa en kampanj
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Öppna en terminal i mappen där du förvarar dina spel ([2.1](#21-what-you-need) visar hur):
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```text
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rpg init "The Salt Isles"
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```
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Då skapas mappen `The Salt Isles` med en ny kampanj i. Gå in i den med `cd "The Salt Isles"`. Kom ihåg var den ligger: du återvänder dit varje gång du spelar. Allt annat väljer du senare, i chatten eller på dashboarden. `rpg init --help` listar alternativen om du vill välja något redan nu, till exempel `--language it` eller `--difficulty hard`.
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Spelledaren kan inte skapa en kampanj åt dig: före `init` finns inget som talar om för din agent var RPG Engine finns.
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### 2.4 Koppla in din AI
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Spelledaren körs i en **AI-agent**: en AI-app, i terminalen eller på skrivbordet, som kan arbeta med filerna på din dator, till exempel Claude Code eller Codex. En vanlig chatt som claude.ai eller ChatGPT, eller en app i telefonen, räcker inte: spelledaren måste nå kampanjens filer på din dator. Varje agent kräver sin egen plan och sin egen inloggning: Claude Code en betald Claude-plan, Codex en ChatGPT-inloggning. Du installerar den en gång, från dess egen sida: [Claude Code](https://code.claude.com/docs/en/setup), [Codex](https://learn.chatgpt.com/docs/codex/cli).
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- **Claude Code**: skriv `claude` i kampanjmappen. När den frågar om du litar på mappen väljer du **Yes, I trust this folder**. Var försiktig: det förvalda svaret är *No, exit*.
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- **Codex**: skriv `codex` i kampanjmappen och svara ja när den frågar om du litar på mappen. I skrivbordsappen kontrollerar du i inställningarna att minnen är avstängda för spelets chattar.
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- **En annan agent**: starta den i kampanjmappen och ge den MCP-servern `rpg mcp`. RPG Engine är en vanlig MCP-server: alla agenter som stöder MCP kan vara spelledare, även lokala.
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Vi spelar och testar med **Claude Code**. **Codex** är kopplat och kontrollerat, men ingen hel kampanj har spelats med det ännu. `init` ställer också in **Gemini CLI**. Kampanjen stänger av agentens eget minne: spelet finns i dess filer, så att en återgång till ett sparat spel verkligen går tillbaka.
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### 2.5 Den första chatten
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Skriv vad du vill, till exempel *Hej! Nu börjar vi.* I sitt första svar i varje chatt ger spelledaren dig **länken till din dashboard**, något i stil med `http://127.0.0.1:4750`. Öppna den och ha den bredvid chatten.
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Mellan spelledarens meddelanden visar din agent de verktyg den använder. Öppna inte deras detaljer (i Claude Code, ctrl+o), eftersom de kan avslöja hemligheter.
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En ny kampanj går igenom tre steg, som visas högst upp på dashboarden: **1 Inställningar** (hur du vill spela), **2 Session noll** (du skapar din rollperson, under spel), **3 Spel**.
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### 2.6 Inställningar: välj hur du spelar
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Spelledaren frågar bara det som ännu saknas, några frågor i taget. Dashboardens steg **Inställningar** visar samma frågor som kort. Skriv "du bestämmer" så väljer spelledaren. Allt kan ändras senare, i chatten eller i **Inställningar**.
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| Inställning | Vad den avgör | Värden |
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| **Mentor** | Hur mycket spelledaren lär ut reglerna | av, tips, handledning |
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| **Svårighetsgrad** | Hur hård världen är | berättelse, lätt, normal, svår, brutal |
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| **Dödlighet** | Vad det betyder att falla i strid | berättande (dör aldrig), episk (bara när det spelar roll), tärningar |
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| **Sparade spel** | När du får gå tillbaka | permadeath, checkpoint, fritt ([3.8](#38-saves-and-going-back)) |
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| **Stränghet** | Hur noga mat, ljus och resor följer reglerna | mjuk, regler, simulering |
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| **Tärningar** | Vem som slår dina tärningar | digitala, fysiska |
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| **Måttenheter** | Avstånd och vikter | metriska, imperiska |
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| **Följeslagare** | Vem som reser med dig | inga, skapade med dig, skapade av spelledaren, möts under spel |
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| **Bilder** | Bilder av platser, uppdrag och de du möter | inga, på begäran, nya platser, uppdrag och de du möter ([3.11](#311-pictures)) |
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| **Gränser** och **Slöjor** | Det som aldrig förekommer, och det som bara sker utanför scenen | listor |
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| **Språk** | Spelets och dashboardens språk | valfritt |
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Femte utgåvan lägger till **utveckling**: erfarenhetspoäng eller milstolpar.
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Om ingen värld är skriven frågar spelledaren också efter en **premiss** (genre, ton, några inslag, med dina ord) och efter **förberedelsen**: bygga världen allteftersom, under spelets gång, eller allt i början.
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**Spelledarens stil** frågas aldrig, men du kan ändra den i chatten eller i **Inställningar**: **prosan** (enkel, litterär, pulp, torr humor), **berättelserna** den hittar på (situationer, bågar, avsnitt, mysterium), en författare att **skriva som**, eller något annat **med dina ord**.
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### 2.7 Session noll: din rollperson
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Du skapar din rollperson tillsammans med spelledaren, som vid ett bord. Varje val är ditt, om du inte ber spelledaren göra det: kom med en färdig idé, en vag eller ingenting alls. Spelledaren berättar hur förmågepoängen bestäms innan någon tärning slås. Din bakgrundshistoria krävs aldrig. Om du ger en skriver spelledaren in den med dina ord. Sedan ber spelledaren om en bild av din rollperson ([3.7](#37-your-characters-story-and-picture)). RPG Engine räknar ut rollformuläret: du behöver aldrig räkna själv.
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---
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## 3. Spela <!-- icon: chat -->
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### 3.1 Prata med spelledaren
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Skriv vad din rollperson gör eller säger, med egna ord:
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> Jag frågar värdshusvärden vilka andra som kom förbi i kväll.
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Utanför berättelsen skriver du inom hakparenteser: *[Hur fungerar grappling?]* Spelledaren svarar också inom hakparenteser.
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Du säger vad du försöker, spelledaren säger vad som händer. Spelledaren bestämmer aldrig åt din rollperson och pratar aldrig om motorn. Du kan fråga hur dashboarden används.
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### 3.2 Slag
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Spelledaren ber om ett slag bara när utgången är osäker och spelar roll, och säger först vad som står på spel. Sedan:
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- **På dashboarden** visar en banderoll en knapp för varje slag, till exempel *Acrobatics +4 · with advantage*. Klicka på den: tärningarna faller på sidan och spelledaren får resultatet. Du kan också klicka på raden i ditt rollformulär som lyser, slänga tärningarna från tärningsbrickan eller skriva något annat i banderollen.
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- **För hand**, i banderollens hörn eller i **Inställningar**: banderollen säger vad du ska slå, och du slår det från ditt rollformulär eller tärningsbrickan.
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- **Fysiska tärningar**, när tärningsinställningen står på fysiska: du skriver vilka sidor du slog, *[Jag slog 14.]*, och RPG Engine lägger till dina modifikationer.
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**Fria slag**: klicka på valfritt tal i ditt rollformulär, eller öppna tärningsbrickan, för att slå på skoj. De räknas aldrig och spelledaren ser dem aldrig.
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**Spelledarens slag** visas i din slagkolumn, utom de hemliga. Du kan alltid fråga *[Var det slaget på riktigt?]*: för ett hemligt slag ger spelledaren ett fingeravtryck som bevisar att det gjordes innan du frågade.
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### 3.3 Scener och strider
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Berättelsen löper i **scener**: en strid, ett samtal, utforskande, resor, en vila. I slutet av varje scen sparas spelet av sig självt, och scenen hamnar i din dagbok.
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I en strid berättar spelledaren varje tur som inte är din och stannar där du kan bestämma. Sektionen **Strid** visar turordningen, din grupps livspoäng och hur skadade fienderna ser ut, i ord. Om din rollperson faller visas dödsslagen stort på sidan.
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### 3.4 Tid, resor och världen som rör sig
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RPG Engine håller reda på datumet. Ingen tid går mellan sessionerna. Säg att ni vilar, *Vi tar en lång vila*, så ger vilan tillbaka det den ska. Säg vart ni går, *Vi tar vägen norrut mot Rocca*, så räknar RPG Engine ut vägen, avståndet och dagarna, och stannar när något händer på vägen. Pengar räknas i spelets mynt, växel inräknad.
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Skurkar har planer med tidsgränser. Varje ny dag flyttar spelledaren fram de hot som tiden har fört närmare, och du ser deras tecken, aldrig själva klockan.
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### 3.5 Kartor
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**Värld** visar de platser din rollperson känner till, vägarna mellan dem och spåret du har gått, med dimma över resten. **Scen** visar kartan över platsen där du befinner dig, när den har en, med vem som står var. I en strid, på din tur, är de rutor du inte kan nå dolda av slöjor. När spelledaren frågar vart du går, tryck på en ruta eller skriv den, till exempel *E4*.
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### 3.6 Uppdrag, dagbok och anteckningar
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En uppgift som din rollperson tar sig an blir ett uppdrag i **Dagbok**, med sina mål, sin tidsgräns och det den mäter. Markera det med stjärna för att ha det i sikte överst i Scen. Dagboken berättar också din **historia**, scen för scen, och rymmer dina **anteckningar**: privata, om du inte **Delar** en. Spelledaren hör den som vad du tänker, aldrig som ett faktum.
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### 3.7 Din rollpersons historia och bild
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På ditt rollformulär har kortet **Beskrivning** en ruta för din rollpersons historia: spelledaren skriver in den, efter att du har sagt ja. För en bild ger du spelledaren en fil (PNG, JPEG, WebP eller SVG, upp till 5 MB) med var den finns på din dator, eller låter göra ett porträtt ([3.11](#311-pictures)): *[Gör ett porträtt åt mig: grått hår i fläta, ett ärr på hakan.]*
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### 3.8 Sparade spel och att gå tillbaka
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RPG Engine sparar hela kampanjen i slutet av varje scen. Inställningen **Sparade spel** avgör resten:
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| Sparade spel | Spara när du vill | Gå tillbaka |
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| **permadeath** | nej | aldrig |
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| **checkpoint** | nej | till det senaste sparade spelet, bara när din rollperson dör |
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| **fritt** | ja | till vilket sparat spel som helst |
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I alla lägen kan du **börja om**, från spelets början eller från session noll. Gör det i chatten eller i **Sparade spel**.
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När du har gått tillbaka ska du **öppna en ny chatt**: den gamla minns det som ogjordes. Skriv *fortsätt* i den nya chatten och tryck sedan på **Jag har öppnat en ny chatt** i Sparade spel.
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### 3.9 Sessioner: sluta och komma tillbaka
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Sluta när du vill: *[Vi slutar här för i kväll.]* Allt är redan sparat i filerna. För att komma tillbaka startar du din agent i kampanjmappen och skriver *fortsätt*: spelledaren ger dig en kort sammanfattning och går vidare.
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### 3.10 Spelledarens sinnesstämning
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Roboten högst upp på dashboarden är spelledaren: dess ansikte följer berättelsens ton och avslöjar aldrig det du ännu inte vet. När chatten är stängd sover den.
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### 3.11 Bilder
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RPG Engine kan låta göra bilder av platserna du når, uppdragen du tar och de du möter, så som inställningen **Bilder** säger, och din rollpersons porträtt när du ber om det. Det använder det som finns på din dator, med din egen inloggning: **Codex** målar dem, annars ritar **Claude Code** dem. **Inställningar** visar om den här datorn kan göra dem, och hur du ställer in det om den inte kan. Du kan alltid ge spelledaren en egen bild.
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### 3.12 Trygghet: gränser, slöjor och stopp
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**Gränser** förekommer aldrig i spelet. **Slöjor** sker bara utanför scenen. När som helst kan du skriva *[stopp]*: spelledaren släpper det innehållet direkt och lägger till det bland dina gränser.
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### 3.13 Ångra dig
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Varje inställning kan ändras, i chatten eller i **Inställningar**. Ett avgörande som spelledaren gör utan regelboken blir ett **prejudikat**, så att samma fråga får samma svar nästa gång.
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---
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## 4. Dashboarden <!-- icon: party -->
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En sida på din egen dator, som bara öppnas i den datorns webbläsare och är levande medan chatten är öppen. När chatten stängs visar den *Not connected*. Den kommer tillbaka av sig själv med nästa chatt.
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- **Grupp**: ditt rollformulär och dina följeslagares. Klicka på ett tal för att slå det. Håll muspekaren över det för att se var det kommer ifrån. Bredvid finns slagen.
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- **Scen**: var du är, dess bild och karta, vem som är där, vad som händer.
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- **Strid**: bara i en strid: turerna, de som slåss, det du har till hands.
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- **Dagbok**: uppdrag, historien, dina anteckningar.
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- **Värld**: världskartan så som din rollperson känner den.
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- **Tärningsbrickan**: välj tärningar och en modifikation, och slå.
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- **Sparade spel**, **Hjälp**, **Inställningar** och **Om**, som ikoner i slutet av raden. Inställningar rymmer också sidans egna val: tema, tärningsljud, tärningsset.
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När spelledaren frågar dig något ligger dess banderoll kvar överst, oavsett vilken sektion du är i.
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---
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## 5. Spelsystem och husregler <!-- icon: dice -->
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### 5.1 Vad ett spelsystem är
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Data för ett spel: dess rollformulär, dess tal, dess varelser, föremål, besvärjelser och regeltexter. Varje kampanj spelar ett system. RPG Engine räknar ut rollformuläret och vad som förbrukas och kommer tillbaka. Hur en egenskap fungerar läser spelledaren i reglerna och avgör, som vid ett bord.
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### 5.2 Femte utgåvan, ingår
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Raserna, klasserna, subklasserna, en bakgrund och en färdighet (feat) i SRD 5.1, de 319 besvärjelserna, vapnen, rustningarna, magiska föremålen och monstren, regelkapitlen som spelledaren läser efter exakt text och det fullständiga rollformuläret, uträknat.
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Du kan också spela innehåll som saknas i SRD, från en bok du äger: spelledaren skriver det som sidor i din kampanj, och RPG Engine behandlar dem som sina egna. RPG Engine levereras bara med öppet innehåll. Det din spelledare kan är inte begränsat.
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### 5.3 Husregler och egna tillägg
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Fråga spelledaren: *[Husregel: en naturlig 1 på en attack betyder att du tappar ditt vapen.]* Den behåller det som en överenskommelse vid bordet, eller skriver en sida eller ett tal i rollformuläret när det behövs. Husregler som redan är utskrivna kan läggas som textfiler i kampanjens mapp `rules`.
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### 5.4 Lägga till eller importera ditt eget spelsystem
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Inte än: i dag spelar RPG Engine bara femte utgåvan ([Kommer senare](#9-coming-later)).
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---
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## 6. Tillägg <!-- icon: plus -->
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Inte än. Ett tillägg kommer att lägga till något i en kampanj ovanpå dess spelsystem: en värld, ett äventyr, en funktion som vädret, husregler att dela.
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---
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## 7. Var en kampanj kommer ifrån, och dess språk <!-- icon: world -->
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### 7.1 Tre sätt att få en värld
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- **Skapad allteftersom**: utifrån din premiss bygger spelledaren varje plats, person och intrig strax innan du behöver den, och behåller den.
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- **Förberedd i början**: samma sak, men med världen byggd före spelet.
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- **Från ditt eget äventyr**: ge spelledaren en text eller en PDF och be den ställa in det, *[Ställ in det här äventyret som vår kampanj. Berätta inget av det som står i det.]* Spelledaren skriver platserna, rollpersonerna och hemligheterna. Det finns ingen importknapp än.
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En kampanj spelas en gång: för att spela samma äventyr igen skapar du en ny kampanj.
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### 7.2 Språk
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Ett språk per kampanj, spelledarens, som dashboarden följer. Dashboarden levereras på 26 språk. Alla andra översätts på din dator av Codex eller Claude Code, eller, utan dem, av spelledaren i chatten. Femte utgåvans termer på italienska kommer från den officiella italienska SRD:n. Regeltexten förblir på engelska, och spelledaren berättar den på ditt språk.
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---
|
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## 8. För den nyfikne: kampanjmappen <!-- icon: list -->
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Du behöver aldrig öppna den, och den innehåller din kampanjs hemligheter. I den finns `campaign.yaml` (dina inställningar), `state.yaml` (hur långt spelet har kommit), `world/` (en markdownsida för varje rollperson, plats, uppdrag och allt annat), `rules/` (dina egna regler), `images/`, `log.jsonl` (varje ändring), `.saves/`, `.player/` (dina anteckningar) och de små filer som talar om för AI-agenter var RPG Engine finns. Sidorna använder Obsidians format. Om du ändrar en sida för hand får spelledaren veta det vid sitt nästa svar.
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RPG Engine håller sig i den här mappen: programmet läser och skriver spelet bara här och rör aldrig dina andra filer. Utanför mappen har det bara en egen datamapp (dashboardens översättningar, samt Codex eller Claude Code om du låter det installera dem) och tillfälliga mappar medan en bild ritas. Allt annat som din agent vill göra på din dator frågar den dig om först.
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Alla kommandon som spelledaren använder kan också köras i kampanjmappen: `rpg --help` listar dem. Många av dem skriver ut kampanjens hemligheter.
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+
---
|
|
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|
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|
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|
+
## 9. Kommer senare <!-- icon: hourglass -->
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- **Du som spelledare**, med AI:n som spelar gruppen.
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- **Författarläge**: skriv ett äventyr med AI:n, exportera det och dela det.
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- **Flera spelare på samma dator**, var och en med sin egen rollperson, som turas om i samma chatt.
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- **Tillägg**: inställningar, äventyr, funktioner och husregler.
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- **Import** av dina regelböcker och äventyr.
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- **Andra spel**: fler spelsystem, och dina egna.
|
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+
---
|
|
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|
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|
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## 10. Frågor och problem <!-- icon: info -->
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### Frågor
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|
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|
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**Måste jag kunna reglerna?** Nej. Välj mentorn handledning och fråga inom hakparenteser när du vill.
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**Kan spelledaren fuska?** Den kan inte ändra ett slag som RPG Engine har gjort, utom på svårighetsgraden berättelse, och inte heller fakta som redan är fastställda.
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**Kostar det något?** RPG Engine är gratis. Spelledaren körs på din agents plan, eller på din egen dator med en lokal modell. En spelkväll är en lång chatt: på de minsta planerna kan du nå planens gräns innan kvällen är slut. Bilder och översättningar använder samma plan.
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**Kan jag spela i telefonen?** Nej: spelledaren körs på din dator, och dashboarden öppnas bara där.
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**Kan jag spela med vänner?** Inte än: i dag en spelare, en rollperson, plus följeslagare ([Kommer senare](#9-coming-later)).
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|
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**Kan jag använda en annan AI nästa gång?** Ja: öppna kampanjen i en annan agent och skriv *fortsätt*.
|
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|
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|
+
### Problem
|
|
295
|
+
|
|
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|
+
**Dashboarden öppnas inte.** Fråga spelledaren: `[Vad är länken till dashboarden?]`. Den fungerar bara medan en chatt är öppen i den kampanjen, efter spelledarens första svar.
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**Spelledaren verkar inte kunna spelet.** Din agent har inte laddat RPG Engine. Kontrollera att du startade den i kampanjmappen och att du litade på den. I Claude Code skriver du `/mcp` och ansluter `rpg` igen. I Codex måste `codex mcp list` i kampanjmappen visa `rpg`. Om `rpg --version` inte hittas, installera RPG Engine igen ([2.2](#22-install)).
|
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|
|
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|
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**Uppdatera.** Kör `npm install -g rpg-engine` igen och öppna sedan en ny chatt: en spelledare som redan körs behåller den version den startade med.
|
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|
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|
+
**Spelledaren minns något som jag ångrade.** Öppna en ny chatt och tryck på **Jag har öppnat en ny chatt** i Sparade spel.
|
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|
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**Inga bilder visas.** Inställningar > Bilder visar om den här datorn kan göra dem, och hur.
|
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**Installationen misslyckas, eller `rpg` startar inte.** `node --version` måste visa 22 eller nyare. I Windows ska du hålla RPG Engine och dina kampanjer borta från sökvägar som innehåller `&`.
|
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|
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|
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**Dashboardlänken har ändrats.** Ett annat program tog den vanliga adressen. Spelledaren ger dig den nya länken.
|
|
@@ -0,0 +1,308 @@
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<!-- Translated from en.md, part by part, by npm run translate: c38df721 53ff5eaa 2020efdb f4fdeebb 80a7cfb9 23c5f59b b8f80c05 8c9f41da 0b4a6ef8 338535a6 728ca4a5 e2839149. Change the English, then run it again. -->
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# RPG Engine: eksiksiz kılavuz
|
|
3
|
+
|
|
4
|
+
**RPG Engine**, masa başı rol yapma oyununu **yapay zekâ oyun yöneticisiyle** oynamanı sağlar. Oyun yöneticisiyle bir **sohbette** konuşursun; RPG Engine ise arka planda çalışır: **dünyayı hatırlar**, **zarları atar** ve **hesapları tutar**. Sohbetin yanında tarayıcında bir sayfa açık tutarsın: **gösterge paneli**. Orada karakter kağıdın, zarların, haritaların ve günlüğün durur.
|
|
5
|
+
|
|
6
|
+
Bu kılavuz oyuncular için yazıldı: program yazmayı bilmen gerekmez.
|
|
7
|
+
|
|
8
|
+
## Hızlı başlangıç <!-- icon: send -->
|
|
9
|
+
|
|
10
|
+
1. [nodejs.org](https://nodejs.org) adresinden **Node.js** kur (LTS sürümü).
|
|
11
|
+
2. Bir **yapay zekâ ajanı** kur ve giriş yap. Oyun yöneticisi bu programın içinde çalışır. Örneğin Claude Code ya da Codex ([2.4](#24-connect-your-ai)).
|
|
12
|
+
3. Bir terminalde RPG Engine'i kur: `npm install -g rpg-engine`.
|
|
13
|
+
4. Bir kampanya oluştur: `rpg init "The Salt Isles"`.
|
|
14
|
+
5. Yeni klasöre gir, `cd "The Salt Isles"`, ve ajanını orada başlat: Claude Code için `claude`, Codex için `codex`. Klasöre güvenip güvenmediğini sorduğunda evet de ([2.4](#24-connect-your-ai)), sonra *Merhaba! Başlayalım.* yaz. Oyun yöneticisi gösterge panelinin bağlantısıyla yanıt verir.
|
|
15
|
+
|
|
16
|
+
## 1. RPG Engine nedir <!-- icon: about -->
|
|
17
|
+
|
|
18
|
+
| Kim | Ne yapar |
|
|
19
|
+
|---|---|
|
|
20
|
+
| **Sen** | Karakterini oynarsın: ne yaptığını, ne söylediğini ve neyi denediğini sen belirlersin. |
|
|
21
|
+
| **Oyun yöneticisi** (yapay zekâ) | Hikâyeyi anlatır, diğer herkesi oynar, olacakları belirler, atış ister. |
|
|
22
|
+
| **RPG Engine** | Dünyayı dosyalarda tutar, zarları atar, can puanını, parayı, zamanı ve mesafeleri sayar, sırları sen keşfedene kadar saklar. |
|
|
23
|
+
|
|
24
|
+
Dünya bir akşamdan ötekine aynı kalır. Yeni bir sohbette de, başka bir yapay zekâyla da değişmez:
|
|
25
|
+
|
|
26
|
+
- **Söylenen şey doğru kalır.** Ölen kötü karakter ölü kalır.
|
|
27
|
+
- **Zarlar gerçektir.** Oyun yöneticisi onları eğip bükemez. Tek istisna, seçersen en kolay zorluk seviyesidir.
|
|
28
|
+
- **Sırlar sır kalır.** Oyun yöneticisi, karakterinin bilmediği şeyi sana asla söylemez.
|
|
29
|
+
- **Dünya hareket eder.** Sen dinlenirken ya da yolculuk ederken tehditler ilerler ve işaretlerini görürsün.
|
|
30
|
+
- **Kampanya bir klasördür.** Bilgisayarında durur: istediğin zaman bırak, sonra devam et.
|
|
31
|
+
|
|
32
|
+
RPG Engine bugün tek bir oyun sistemi oynatır: ücretsiz System Reference Document 5.1'den **beşinci edisyon**. Diğerleri gelecek ([Daha sonra gelecekler](#9-coming-later)).
|
|
33
|
+
|
|
34
|
+
---
|
|
35
|
+
|
|
36
|
+
## 2. Başlarken <!-- icon: path -->
|
|
37
|
+
|
|
38
|
+
### 2.1 Neye ihtiyacın var
|
|
39
|
+
|
|
40
|
+
- Windows, macOS ya da Linux çalıştıran bir bilgisayar ve bir web tarayıcısı.
|
|
41
|
+
- **Node.js 22** veya daha yenisi, [nodejs.org](https://nodejs.org) adresinden. Yanında `npm` gelir, RPG Engine'i o kurar.
|
|
42
|
+
- Bir **terminal**: Windows'ta Terminal ya da PowerShell, macOS'ta Terminal. Terminali bir klasörde açmak için klasöre sağ tıkla ve **Terminalde Aç** (Windows) ya da **Klasörde Yeni Terminal** (macOS) seçeneğini seç.
|
|
43
|
+
- Oyun yöneticisi için bir **yapay zekâ ajanı** ([2.4](#24-connect-your-ai)). Sunduğu **en büyük modeli** kullan: küçük bir modeli sır söylemeye ya da kuralları esnetmeye ikna etmek daha kolaydır.
|
|
44
|
+
|
|
45
|
+
### 2.2 Kurulum
|
|
46
|
+
|
|
47
|
+
```text
|
|
48
|
+
npm install -g rpg-engine
|
|
49
|
+
```
|
|
50
|
+
|
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51
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`rpg --version` komutu kurulumun işe yaradığını kontrol eder. `rpg` komutunu kampanya başına bir kez, kampanyayı oluşturmak için kullanırsın. Sonrasında ajanın RPG Engine'i kendisi başlatır.
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### 2.3 Kampanya oluşturma
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55
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Oyunlarını tuttuğun klasörde bir terminal aç ([2.1](#21-what-you-need) nasıl yapılacağını anlatır):
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```text
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rpg init "The Salt Isles"
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```
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60
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61
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Bu komut `The Salt Isles` klasörünü ve içinde yeni bir kampanya oluşturur. `cd "The Salt Isles"` ile klasöre gir. Nerede olduğunu aklında tut: her oynayışında buraya dönersin. Geri kalan her şeyi sonra, sohbette ya da gösterge panelinde seçersin. Bazılarını şimdiden seçmek istersen `rpg init --help` seçenekleri listeler, örneğin `--language it` ya da `--difficulty hard`.
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Oyun yöneticisi senin için kampanya oluşturamaz: `init` çalışmadan önce ajanına RPG Engine'in nerede olduğunu söyleyen hiçbir şey yoktur.
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### 2.4 Yapay zekânı bağla
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Oyun yöneticisi bir **yapay zekâ ajanının** içinde çalışır. Bu, terminalde ya da masaüstünde çalışan ve bilgisayarındaki dosyalarla iş yapabilen bir yapay zekâ uygulamasıdır; örneğin Claude Code ya da Codex. claude.ai ya da ChatGPT gibi sade bir sohbet ya da telefon uygulaması yetmez: oyun yöneticisinin bilgisayarındaki kampanya dosyalarına erişmesi gerekir. Her ajanın kendi planı ve girişi vardır: Claude Code için ücretli bir Claude planı, Codex için bir ChatGPT girişi. Ajanı bir kez, kendi sayfasından kurarsın: [Claude Code](https://code.claude.com/docs/en/setup), [Codex](https://learn.chatgpt.com/docs/codex/cli).
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- **Claude Code**: kampanya klasöründe `claude` yaz. Klasöre güvenip güvenmediğini sorduğunda **Yes, I trust this folder** seçeneğini seç. Dikkat: önceden seçili gelen yanıt *No, exit* olur.
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- **Codex**: kampanya klasöründe `codex` yaz ve klasöre güvenip güvenmediğini sorduğunda evet de. Masaüstü uygulamasında, ayarlardan oyunun sohbetleri için belleklerin kapalı olduğunu kontrol et.
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- **Başka bir ajan**: kampanya klasöründe başlat ve ona `rpg mcp` MCP sunucusunu ver. RPG Engine standart bir MCP sunucusudur: MCP destekleyen her ajan oyun yöneticisi olabilir, yerel olanlar da.
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+
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Biz **Claude Code** ile oynuyor ve test ediyoruz. **Codex** bağlı ve kontrol edildi, ama onunla henüz tam bir kampanya oynanmadı. `init` ayrıca **Gemini CLI**'ı da hazırlar. Kampanya ajanın kendi belleğini kapatır: oyun dosyalarında yaşar, böylece bir kaydın öncesine dönmek gerçekten geri dönmek olur.
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### 2.5 İlk sohbet
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*Merhaba! Başlayalım.* gibi herhangi bir şey yaz. Oyun yöneticisi her sohbetteki ilk yanıtında sana **gösterge panelinin bağlantısını** verir; `http://127.0.0.1:4750` gibi bir şeydir. Bağlantıyı aç ve sohbetin yanında açık tut.
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+
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Oyun yöneticisinin mesajları arasında ajanın kullandığı araçları gösterir. Ayrıntılarını açma (Claude Code'da ctrl+o), çünkü sırları gösterebilirler.
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+
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Yeni bir kampanya, gösterge panelinin üstünde görünen üç aşamadan geçer: **1 Ayarlar** (nasıl oynamak istediğin), **2 Sıfırıncı oturum** (karakterini oyun içinde yaparsın), **3 Oyun**.
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### 2.6 Ayarlar: nasıl oynayacağını seçmek
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Oyun yöneticisi yalnızca eksik kalan şeyleri sorar, her seferinde birkaç soru. Gösterge panelindeki **Ayarlar** adımı aynı soruları kartlar olarak gösterir. "Sen karar ver" yazarsan oyun yöneticisi seçer. Her şey sonradan, sohbette ya da **Ayarlar**'da değiştirilebilir.
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| Ayar | Neye karar verir | Değerler |
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|---|---|---|
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| **Akıl hocası** | Oyun yöneticisinin sana kuralları ne kadar öğrettiği | kapalı, ipuçları, öğretici |
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| **Zorluk** | Dünyanın ne kadar zor oynadığı | hikâye, kolay, normal, zor, acımasız |
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| **Ölümcüllük** | Bir çatışmada yere düşmenin ne anlama geldiği | anlatısal (asla ölmezsin), epik (yalnızca önemli olduğunda), zar |
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| **Kayıtlar** | Ne zaman geri dönebileceğin | kalıcı ölüm, kontrol noktası, serbest ([3.8](#38-saves-and-going-back)) |
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| **Kural sıkılığı** | Yiyecek, ışık ve yolculuğun kuralları ne kadar yakından izlediği | akıcı, kurallar, simülasyon |
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| **Zarlar** | Zarlarını kimin attığı | dijital, fiziksel |
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| **Birimler** | Mesafeler ve ağırlıklar | metrik, imparatorluk |
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| **Yoldaşlar** | Seninle kimin yolculuk ettiği | yok, seninle yapılan, oyun yöneticisinin yaptığı, oyunda tanışılan |
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| **Görseller** | Yerlerin, görevlerin ve tanışılanların görselleri | yok, istek üzerine, yeni yerler, görevler ve tanışılanlar ([3.11](#311-pictures)) |
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+
| **Sınırlar** ve **Perdeler** | Hiç görünmeyecekler ve yalnızca sahne dışında olacaklar | listeler |
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| **Dil** | Oyunun ve gösterge panelinin dili | herhangi biri |
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+
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Beşinci edisyon bir de **ilerleme** ekler: deneyim puanları ya da kilometre taşları.
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+
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Yazılı bir dünya yoksa oyun yöneticisi bir de **öncül** (tür, ton, birkaç öğe; kendi sözlerinle) ve **hazırlık** sorar: dünyayı oynarken anında mı kuracak, yoksa baştan hepsini mi.
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+
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**Oyun yöneticisinin üslubu** hiç sorulmaz, ama sohbette ya da **Ayarlar**'da değiştirebilirsin: **anlatım** (sade, edebî, pulp, alaycı), oyun yöneticisinin uydurduğu **hikâyeler** (durumlar, yaylar, bölümler, gizem), **tarzını örnek alacağı** bir yazar ya da **kendi sözlerinle** başka herhangi bir şey.
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+
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### 2.7 Sıfırıncı oturum: karakterin
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+
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109
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+
Karakterini bir masadaki gibi oyun yöneticisiyle birlikte yaparsın. Her seçim senindir, oyun yöneticisinden yapmasını istemediğin sürece. Dolu bir fikirle, belirsiz bir fikirle ya da hiçbir şeyle gelebilirsin. Oyun yöneticisi, daha hiçbir zar atılmadan önce yetenek puanlarının nasıl belirleneceğini söyler. Bir hikâye şart değildir. Verirsen oyun yöneticisi onu senin sözlerinle yazar. Sonra oyun yöneticisi karakterin için bir görsel ister ([3.7](#37-your-characters-story-and-picture)). Karakter kağıdını RPG Engine hesaplar: hiç toplama yapmazsın.
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+
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+
---
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+
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## 3. Oynamak <!-- icon: chat -->
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+
### 3.1 Oyun yöneticisiyle konuşmak
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116
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+
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117
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+
Karakterinin ne yaptığını ya da söylediğini kendi sözlerinle yaz:
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118
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+
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119
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+
> Hancıya bu gece başka kimin uğradığını soruyorum.
|
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120
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+
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121
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+
Hikâyenin dışına çıkmak için köşeli parantez içinde yaz: *[Güreş tutuşu nasıl işliyor?]* Oyun yöneticisi de köşeli parantezle yanıt verir.
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+
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123
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+
Sen neyi denediğini söylersin, oyun yöneticisi ne olduğunu söyler. Oyun yöneticisi karakterin adına asla karar vermez ve motordan asla söz etmez. Gösterge panelini nasıl kullanacağını ona sorabilirsin.
|
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+
|
|
125
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+
### 3.2 Atışlar
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126
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+
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127
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+
Oyun yöneticisi atışı yalnızca sonuç belirsizse ve önemliyse ister, ve önce nelerin tehlikede olduğunu söyler. Sonra:
|
|
128
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+
|
|
129
|
+
- **Gösterge panelinde** bir bant her kontrol için bir düğme gösterir, örneğin *Akrobasi +4 · vantaggio ile*. Düğmeye tıkla: zarlar sayfaya düşer ve oyun yöneticisi sonucu duyar. Karakter kağıdında yanan satıra da tıklayabilir, zarları tepsiden atabilir ya da banta başka bir şey yazabilirsin.
|
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130
|
+
- **Elle**, bandın köşesinde ya da **Ayarlar**'da: bant neyi atman gerektiğini söyler, sen de onu karakter kağıdından ya da tepsiden atarsın.
|
|
131
|
+
- **Fiziksel zarlar**, zar ayarı fiziksel olduğunda: attığın yüzleri yazarsın, *[14 attım.]*, RPG Engine değiştiricilerini ekler.
|
|
132
|
+
|
|
133
|
+
**Serbest atışlar**: eğlenmek için atmak üzere karakter kağıdındaki herhangi bir sayıya tıkla ya da zar tepsisini aç. Hiçbir zaman sayılmazlar ve oyun yöneticisi onları görmez.
|
|
134
|
+
|
|
135
|
+
**Oyun yöneticisinin atışları**, gizli olanlar dışında atış sütununda görünür. Her zaman sorabilirsin: *[Bu atış gerçek miydi?]* Gizli bir atış için oyun yöneticisi, sen sormadan önce yapıldığını kanıtlayan bir parmak izi verir.
|
|
136
|
+
|
|
137
|
+
### 3.3 Sahneler ve çatışmalar
|
|
138
|
+
|
|
139
|
+
Hikâye **sahneler** hâlinde ilerler: bir çatışma, bir konuşma, keşif, yolculuk, bir dinlenme. Her sahnenin sonunda oyun kendiliğinden kaydeder ve sahne günlüğüne girer.
|
|
140
|
+
|
|
141
|
+
Bir çatışmada oyun yöneticisi senin olmayan her sırayı anlatır ve karar verebileceğin yerde durur. **Çatışma** bölümü sıraların düzenini, grubunun can puanlarını ve düşmanların ne kadar yaralı göründüğünü sözcüklerle gösterir. Karakterin yere düşerse ölüm kayıtları sayfada büyük görünür.
|
|
142
|
+
|
|
143
|
+
### 3.4 Zaman, yolculuk ve hareket eden dünya
|
|
144
|
+
|
|
145
|
+
RPG Engine tarihi tutar; oturumlar arasında zaman geçmez. Dinlendiğini söylersen, *Uzun bir dinlenmeye çekiliyoruz*, dinlenme geri gelmesi gerekeni geri getirir. Nereye gittiğini söylersen, *Kuzeye, Rocca'ya giden yola çıkıyoruz*, RPG Engine yolu, mesafeyi ve günleri hesaplar; yolda bir şey olursa durur. Para oyunun madeni paralarıyla sayılır, para üstü dahil.
|
|
146
|
+
|
|
147
|
+
Kötü karakterlerin son tarihleri olan planları vardır. Her yeni günde oyun yöneticisi, zamanın ilerlettiği tehditleri hareket ettirir ve sen onların işaretlerini görürsün, saatin kendisini asla.
|
|
148
|
+
|
|
149
|
+
### 3.5 Haritalar
|
|
150
|
+
|
|
151
|
+
**Dünya**, karakterinin bildiği yerleri, aralarındaki yolları ve yürüdüğün izi gösterir; geri kalanın üstünde sis vardır. **Sahne**, bulunduğun yerin haritasını, varsa, kimin nerede durduğuyla birlikte gösterir. Çatışmada, sıran geldiğinde, ulaşamayacağın kareler perdelenir. Oyun yöneticisi nereye gideceğini sorduğunda bir kareye dokun ya da onu yaz, örneğin *E4*.
|
|
152
|
+
|
|
153
|
+
### 3.6 Görevler, günlük ve notlar
|
|
154
|
+
|
|
155
|
+
Karakterinin üstlendiği bir iş, **Günlük**'te hedefleri, son tarihi ve neyi ölçtüğüyle birlikte bir görev olur. Sahnenin üstünde gözünün önünde kalsın diye görevi yıldızla. Günlük ayrıca **hikâyeni** sahne sahne anlatır ve **notlarını** tutar: notlar özeldir, birini **Paylaş**mazsan. Paylaştığın notu oyun yöneticisi senin düşüncen olarak duyar, asla bir gerçek olarak değil.
|
|
156
|
+
|
|
157
|
+
### 3.7 Karakterinin hikâyesi ve görseli
|
|
158
|
+
|
|
159
|
+
Karakter kağıdında **Açıklama** kartında karakterinin hikâyesi için bir kutu vardır: sen evet dedikten sonra oyun yöneticisi onu oraya yazar. Görsel için oyun yöneticisine bir dosya ver (PNG, JPEG, WebP ya da SVG, en çok 5 MB) ve bilgisayarında nerede olduğunu söyle, ya da bir portre yaptır ([3.11](#311-pictures)): *[Bana bir portre yap: örgülü gri saç, çenede bir yara izi.]*
|
|
160
|
+
|
|
161
|
+
### 3.8 Kayıtlar ve geri dönmek
|
|
162
|
+
|
|
163
|
+
RPG Engine her sahnenin sonunda kampanyanın tamamını kaydeder. Gerisine **kayıtlar** ayarı karar verir:
|
|
164
|
+
|
|
165
|
+
| Kayıtlar | İstediğinde kaydet | Geri dön |
|
|
166
|
+
|---|---|---|
|
|
167
|
+
| **kalıcı ölüm** | hayır | asla |
|
|
168
|
+
| **kontrol noktası** | hayır | son kayda, yalnızca karakterin öldüğünde |
|
|
169
|
+
| **serbest** | evet | herhangi bir kayda |
|
|
170
|
+
|
|
171
|
+
Her kipte **baştan başlayabilirsin**: oyunun başından ya da sıfırıncı oturumdan. Bunu sohbette ya da **Kayıtlar**'da yap.
|
|
172
|
+
|
|
173
|
+
Geri döndükten sonra **yeni bir sohbet aç**: eski sohbet geri alınanı hatırlar. Yeni sohbette *devam* yaz, sonra Kayıtlar'da **Yeni sohbet açtım** düğmesine bas.
|
|
174
|
+
|
|
175
|
+
### 3.9 Oturumlar: durmak ve geri dönmek
|
|
176
|
+
|
|
177
|
+
İstediğin zaman dur: *[Bu akşamlık burada duralım.]* Her şey zaten dosyalarda kayıtlı. Geri dönmek için ajanını kampanya klasöründe başlat ve *devam* yaz: oyun yöneticisi sana kısa bir özet geçer ve devam eder.
|
|
178
|
+
|
|
179
|
+
### 3.10 Oyun yöneticisinin ruh hâli
|
|
180
|
+
|
|
181
|
+
Gösterge panelinin üstündeki robot oyun yöneticisidir: yüzü hikâyenin tonunu izler ve henüz bilmediğin şeyi asla ele vermez. Sohbet kapalıyken uyur.
|
|
182
|
+
|
|
183
|
+
### 3.11 Görseller
|
|
184
|
+
|
|
185
|
+
RPG Engine, ulaştığın yerlerin, üstlendiğin görevlerin ve tanıştıklarının görsellerini, **görseller** ayarının dediği gibi, ve istediğinde karakterinin portresini yaptırabilir. Bilgisayarındakini ve kendi girişini kullanır: görselleri **Codex** çizer, o yoksa **Claude Code**. **Ayarlar** bu bilgisayarın görsel yapıp yapamadığını, yapamıyorsa nasıl kurulacağını söyler. Oyun yöneticisine her zaman kendi görselini verebilirsin.
|
|
186
|
+
|
|
187
|
+
### 3.12 Güvenlik: sınırlar, perdeler ve dur
|
|
188
|
+
|
|
189
|
+
**Sınırlar** oyunda asla görünmez; **perdeler** yalnızca sahne dışında olur. İstediğin an *[dur]* yaz: oyun yöneticisi o içeriği hemen bırakır ve sınırlarına ekler.
|
|
190
|
+
|
|
191
|
+
### 3.13 Fikir değiştirmek
|
|
192
|
+
|
|
193
|
+
Her ayar değiştirilebilir, sohbette ya da **Ayarlar**'da. Oyun yöneticisinin kitapsız verdiği bir karar **emsal** olur, böylece aynı soru bir dahaki sefere aynı yanıtı alır.
|
|
194
|
+
|
|
195
|
+
---
|
|
196
|
+
|
|
197
|
+
## 4. Gösterge paneli <!-- icon: party -->
|
|
198
|
+
|
|
199
|
+
Kendi bilgisayarındaki bir sayfa; yalnızca o bilgisayarın tarayıcısında açılır ve sohbet açıkken canlıdır. Sohbet kapanınca *Not connected* gösterir; bir sonraki sohbetle kendiliğinden geri gelir.
|
|
200
|
+
|
|
201
|
+
- **Grup**: senin karakter kağıdın ve yoldaşlarınınki. Bir sayıya tıklayarak at; nereden geldiğini görmek için üstüne gel. Yanında atışlar durur.
|
|
202
|
+
- **Sahne**: bulunduğun yer, görseli ve haritası, orada kimlerin olduğu, neler olduğu.
|
|
203
|
+
- **Çatışma**: yalnızca bir çatışmada: sıralar, savaşanlar, elinin altındakiler.
|
|
204
|
+
- **Günlük**: görevler, hikâye, notların.
|
|
205
|
+
- **Dünya**: karakterinin bildiği hâliyle dünya haritası.
|
|
206
|
+
- **Zar tepsisi**: zarları ve bir değiştirici seç, at.
|
|
207
|
+
- **Kayıtlar**, **Yardım**, **Ayarlar** ve **Hakkında**, satırın sonunda simgeler olarak. Ayarlar ayrıca sayfanın kendi tercihlerini de tutar: tema, zar sesi, zar takımı.
|
|
208
|
+
|
|
209
|
+
Oyun yöneticisi sana bir şey sorduğunda, hangi bölümde olursan ol, bandı en üstte kalır.
|
|
210
|
+
|
|
211
|
+
---
|
|
212
|
+
|
|
213
|
+
## 5. Oyun sistemleri ve ev kuralları <!-- icon: dice -->
|
|
214
|
+
|
|
215
|
+
### 5.1 Oyun sistemi nedir
|
|
216
|
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Bir oyunun verileri: karakter kağıdı, sayıları, yaratıkları, eşyaları, büyüleri ve kural metni. Her kampanya tek bir sistem oynar. RPG Engine karakter kağıdını, harcananı ve geri geleni hesaplar; bir özelliğin nasıl işlediğini ise oyun yöneticisi kurallardan okur ve bir masadaki gibi karar verir.
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### 5.2 Beşinci edisyon, dahil
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SRD 5.1'in ırkları, sınıfları, alt sınıfları, bir geçmişi ve bir yeteneği; 319 büyü, silahlar, zırhlar, sihirli eşyalar ve canavarlar; oyun yöneticisinin tam metniyle okuduğu kural bölümleri; hesaplanmış tam karakter kağıdı.
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SRD'de olmayan içerikleri de, sahip olduğun bir kitaptan oynayabilirsin: oyun yöneticisi onu kampanyanın sayfaları olarak yazar ve RPG Engine onlara kendi sayfaları gibi davranır. RPG Engine yalnızca açık içerik dağıtır; oyun yöneticinin bildikleri sınırlı değildir.
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### 5.3 Ev kuralları ve kendi eklemelerin
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Oyun yöneticisine sor: *[Ev kuralı: saldırıda doğal 1 gelirse silahını düşürürsün.]* Bunu masanın bir anlaşması olarak tutar; gerekirse bir sayfa ya da karakter kağıdında bir sayı yazar. Önceden yazılmış ev kuralları, kampanyanın `rules` klasörüne metin dosyaları olarak konabilir.
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### 5.4 Kendi oyun sistemini eklemek ya da içe aktarmak
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Henüz değil: bugün RPG Engine yalnızca beşinci edisyonu oynatır ([Daha sonra gelecekler](#9-coming-later)).
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---
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## 6. Eklentiler <!-- icon: plus -->
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Henüz değil. Bir eklenti, oyun sisteminin üstüne kampanyaya bir şey ekleyecek: bir dünya, bir macera, hava durumu gibi bir özellik, paylaşılacak ev kuralları.
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---
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## 7. Kampanya nereden gelir ve dili <!-- icon: world -->
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### 7.1 Dünyaya sahip olmanın üç yolu
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- **Oynarken yapılan**: öncülünden yola çıkarak oyun yöneticisi her yeri, kişiyi ve olay örgüsünü tam ihtiyacın olmadan önce kurar ve saklar.
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- **Baştan hazırlanan**: aynısı, ama dünya oyundan önce kurulur.
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- **Kendi maceranla**: oyun yöneticisine bir metin ya da PDF ver ve hazırlamasını iste: *[Bu macerayı kampanyamız olarak hazırla. İçindeki hiçbir şeyi bana söyleme.]* Yerleri, karakterleri ve sırları yazar. Henüz içe aktarma düğmesi yok.
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Bir kampanya bir kez oynanır: aynı macerayı yeniden oynamak için yeni bir kampanya oluştur.
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### 7.2 Diller
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Kampanya başına bir dil vardır: oyun yöneticisinin dili; gösterge paneli onu izler. Gösterge paneli 26 dille gelir. Başka her dil bilgisayarında Codex ya da Claude Code tarafından, onlar yoksa sohbette oyun yöneticisi tarafından çevrilir. Beşinci edisyonun İtalyanca terimleri resmî İtalyanca SRD'den gelir; kural metni İngilizce kalır ve oyun yöneticisi onu senin dilinde anlatır.
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---
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## 8. Merak edenler için: kampanya klasörü <!-- icon: list -->
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Klasörü açmana hiç gerek yok. Kampanyanın sırlarını da içerir. Klasörde şunlar var: `campaign.yaml` (ayarların), `state.yaml` (oyunun geldiği nokta), `world/` (her karakter, yer, görev ve diğer her şey için bir markdown sayfası), `rules/` (ev kuralların), `images/`, `log.jsonl` (her değişiklik), `.saves/`, `.player/` (notların) ve yapay zekâ ajanlarına RPG Engine'in nerede olduğunu söyleyen küçük dosyalar. Sayfalar Obsidian'ın biçimini kullanır. Bir sayfayı elle değiştirirsen oyun yöneticisi bunu bir sonraki cevabında öğrenir.
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RPG Engine bu klasörde kalır: oyunu yalnızca burada okur ve yazar, diğer dosyalarına hiç dokunmaz. Klasörün dışında yalnızca kendi veri klasörünü tutar (panelin çevirileri ve izin verirsen kurduğu Codex ya da Claude Code) ve bir resim çizilirken geçici klasörler kullanır. Ajanın bilgisayarında başka bir şey yapmak isterse önce sana sorar.
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Oyun yöneticisinin kullandığı her komutu kampanya klasöründe sen de çalıştırabilirsin: `rpg --help` hepsini listeler. Çoğu, kampanyanın sırlarını yazdırır.
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## 9. Daha sonra gelecekler <!-- icon: hourglass -->
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- **Oyun yöneticisi olarak sen**, grubu yapay zekâ oynarken.
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- **Yazar kipi**: yapay zekâyla bir macera yaz, sonra dışa aktar ve paylaş.
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- **Aynı bilgisayarda birden çok oyuncu**: her biri kendi karakteriyle, aynı sohbette sırayla.
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- **Eklentiler**: ayarlar, maceralar, özellikler ve ev kuralları.
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- Kılavuzlarını ve maceralarını **içe aktarmak**.
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- **Başka oyunlar**: daha çok oyun sistemi ve kendi sistemin.
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---
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## 10. Sorular ve sorunlar <!-- icon: info -->
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### Sorular
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**Kuralları bilmem gerekiyor mu?** Hayır. Öğretici akıl hocasını seç ve istediğin zaman köşeli parantez içinde sor.
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**Oyun yöneticisi hile yapabilir mi?** RPG Engine'in yaptığı bir atışı değiştiremez; yalnızca hikâye zorluğunda bu mümkündür. Belirlenmiş gerçekleri de değiştiremez.
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**Bir maliyeti var mı?** RPG Engine ücretsizdir. Oyun yöneticisi ajanının planıyla ya da yerel bir modelle kendi bilgisayarında çalışır. Bir oyun akşamı uzun bir sohbettir: en küçük planlarda akşam bitmeden planın sınırına ulaşabilirsin. Görseller ve çeviriler aynı planı kullanır.
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**Telefonumda oynayabilir miyim?** Hayır: oyun yöneticisi bilgisayarında çalışır ve gösterge paneli yalnızca orada açılır.
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**Arkadaşlarımla oynayabilir miyim?** Henüz değil: bugün tek oyuncu, tek karakter ve yoldaşlar var ([Daha sonra gelecekler](#9-coming-later)).
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**Bir dahaki sefere başka bir yapay zekâ kullanabilir miyim?** Evet: kampanyayı başka bir ajanda aç ve *devam* yaz.
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### Sorunlar
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**Gösterge paneli açılmıyor.** Oyun yöneticisine sor: `[Gösterge panelinin bağlantısı ne?]`. Yalnızca o kampanyada bir sohbet açıkken, oyun yöneticisinin ilk yanıtından sonra çalışır.
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**Oyun yöneticisi oyunu bilmiyor gibi.** Ajanın RPG Engine'i yüklemedi. Onu kampanya klasöründe başlattığından ve ona güvendiğinden emin ol. Claude Code'da `/mcp` yaz ve `rpg`'yi yeniden bağla. Codex'te kampanya klasöründeki `codex mcp list` çıktısında `rpg` görünmelidir. `rpg --version` bulunamıyorsa RPG Engine'i yeniden kur ([2.2](#22-install)).
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**Güncelleme.** `npm install -g rpg-engine` komutunu yeniden çalıştır, sonra yeni bir sohbet aç: çalışan bir oyun yöneticisi başladığı sürümü korur.
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**Oyun yöneticisi geri aldığım bir şeyi hatırlıyor.** Yeni bir sohbet aç ve Kayıtlar'da **Yeni sohbet açtım** düğmesine bas.
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**Hiç görsel çıkmıyor.** Ayarlar > Görseller, bu bilgisayarın görsel yapıp yapamadığını ve nasıl yapacağını söyler.
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**Kurulum başarısız oluyor ya da `rpg` başlamıyor.** `node --version` 22 ya da daha yenisini göstermeli. Windows'ta RPG Engine'i ve kampanyalarını `&` içeren yollardan uzak tut.
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**Gösterge paneli bağlantısı değişti.** Başka bir program olağan adresi aldı; oyun yöneticisi sana yeni bağlantıyı verir.
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