--- name: reward description: "Motto: Rewards should feel earned and fitting." license: MIT tier: 1 allowed-tools: - read_file - write_file related: [scoring, buff, hero-story, adventure] tags: [moollm, achievement, prizes, narrative, game] --- # Reward Protocol > Dynamic achievement rewards — the treasure matches the quest. > *"Rewards should feel earned and fitting."* ## Core Principle **Thematic Appropriateness** Rewards match achievements: - Slay a dragon → dragon-themed rewards (scales, hoard, reputation) - Save a village → village's gratitude (shelter, allies, title) - Solve a puzzle → knowledge rewards (secrets, techniques, lore) ## Reward Types | Type | Examples | When Granted | |------|----------|--------------| | **Items** | Weapons, tools, treasures | Combat, exploration | | **Gold** | Currency, valuables | Commerce, quests | | **Buffs** | Temporary powers | Heroic moments | | **Titles** | LIGHT-BEARER, DRAGON-SLAYER | Major achievements | | **Abilities** | New skills, techniques | Learning, training | | **Access** | Keys, permissions, trust | Social achievements | | **Knowledge** | Secrets, lore, maps | Investigation | | **Heirlooms** | Items with history | Generational play | ## Methods ### GRANT - Give a Reward ```yaml invoke: GRANT params: recipient: "Who gets it" achievement: "What they did" reward: "What they get (or auto-generate)" effect: - Add to recipient's inventory or state - Record in achievement log - Narrate the granting ``` ### GENERATE - Create Thematic Reward ```yaml invoke: GENERATE params: achievement: "What was accomplished" context: "Where and how" effect: - Analyze achievement theme - Generate appropriate reward - Propose with justification ``` ## Reward Generation Logic ``` Achievement: "Rescued the blacksmith from the fire" Context: Village fire, heroic action Thematic analysis: - Fire → fire-related items? - Blacksmith → smithing reward? - Heroic → reputation boost? Generated rewards: 1. Fireproof cloak (practical, thematic) 2. Free repairs for life (relationship) 3. Title: FLAME-WALKER (reputation) 4. Secret: location of rare ore (knowledge) ``` ## Scaling Rewards | Achievement Level | Reward Scale | |-------------------|--------------| | Minor task | Small token, few coins | | Significant quest | Useful item, title | | Major accomplishment | Powerful item, ability | | Legendary feat | Unique artifact, lasting fame | ## Curse Lifting Rewards When curses are lifted, special rewards apply: ```yaml curse: name: "Curse of Darkness" lift_condition: "Light 3 dark places" reward_on_lift: - title: "LIGHT-BEARER" - ability: "Glow in darkness" - knowledge: "Location of the Shadow Temple" ``` ## Delayed Rewards Some rewards mature over time: ```yaml delayed_reward: type: "Planted seed" matures: "After 3 game days" becomes: "Magical fruit tree" relationship_reward: type: "Merchant's favor" grows_with: "Repeated business" becomes: "Exclusive supplier" ``` ## State ```yaml reward_state: earned_rewards: [] pending_rewards: [] titles: [] achievements_log: - date: "2026-01-15" achievement: "Rescued the blacksmith" reward: "Fireproof cloak" ``` ## Integration | Skill | Integration | |-------|-------------| | **scoring** | Score determines reward quality | | **buff** | Some rewards are buffs | | **economy** | Gold rewards | | **character** | Rewards update character state | | **adventure** | Quest completion triggers rewards | ## Safety Guidelines - **Proportional** — reward matches difficulty - **Consistent** — similar achievements, similar rewards - **Meaningful** — rewards should matter to the story - **No inflation** — keep rewards valuable ## Example Session ``` > [Player completes fire rescue quest] GENERATE: achievement="rescued blacksmith from fire" Analysis: - Heroic action in dangerous situation - Relationship established with craftsman - Fire element prominent Proposed rewards: 1. 🛡️ Fireproof Cloak - practical protection 2. 🔨 Free Smithing - relationship benefit 3. 🏆 Title: FLAME-WALKER - reputation Which feels right for this character? ```