How to use it

Three steps to a story that runs while you fly.

1 Ask for one, in the Adventures tab or out loud.

tell me a story about this system Ask Or press Adventures in the tab strip and pick one there. Either way you get a first beat, and the story waits for you.

2 Fly. The next beat arrives when your journal earns it.

YOU JUMP or dock, or scan THE NEXT BEAT IS SPOKEN in your ship AI's own voice Nothing is on a timer. Say "where am I up to" to hear the story so far.

! The one that stops people.

A story moves when the game does. Sitting in the menu, nothing happens. Say "next" if you want it moved on anyway.
Why it works this way

A story you fly, told by the ship's AI, moved along by your own journal.

1 A story, not a list of stops.

THE SPINE what it is about what you want in it what is really at stake where it turns what the end means a beat, standing on a real place a beat, standing on a real place a beat, standing on a real place The shape is written first. The places are where that shape can stand. Which is why D47 is never asked for five stops — it is asked for a story.

2 Your journal moves it. There is nothing to tick.

YOU BEGIN IT the clock starts here YOU FLY THERE arrive, dock, land or scan IT SPEAKS and says where next Nothing you did before you began counts, and only the current beat can fire. Fly with D47 closed and it catches up when you start it. Wander off and the story waits — going somewhere else is what a sandbox is for.

3 It cannot spoil itself.

always the premise, what you want, what is at stake once it has happened the turn, and what the ending meant never the beats ahead of you A storyteller who knows the ending leaks it. So the AI is simply never told what is coming.

Foreshadowing still happens — it is written into the earlier beats, by the turn that did know the ending. Between beats the ship's AI wonders aloud in character and never states a new fact about the story, so nothing it says on a quiet stretch can contradict a beat you have not reached.

The details

An adventure is a story: someone wants something, there is a belief the events exist to test, a turn where it stops being what it looked like, and an ending that means something. It is told by the ship’s AI, anchored to the galaxy by beats, accepted by you, and advanced by your own journal.

The drive behind it is to add story to a sandbox, which sandboxes deeply lack. It is deliberately not a checklist of things to complete.

Two ways to have one

Write an adventure — the editor is a level of the Adventures tab. A name, an opening, then the five spine questions in order, each skippable. Then the beats: what happens, where, and the line. Every field is a chooser except the prose, so the form cannot compose something the file would refuse.

Ask for one — a short form and D47 writes it, in the voice of whichever core is aboard. Three choosers, each with a default, so pressing Go on an untouched form is a complete ask:

  • Reach — how far the story may go: near here, a session’s flying, anywhere. Turned into light years by what you can actually move — your ship’s jump range, or your carrier’s if you have one.
  • Length — which structure. Short is three beats, setup and turn and resolution. An evening is five. Long is eight or more. The count follows from the structure rather than the other way round.
  • Usingthis ship only, or anything I own. Shown only when you have a choice.

And one optional thing said: a brief — a theme, a mood, a place it must include. Empty is fine.

Things it reads rather than asks, because asking would be asking you to describe your own ships: your fleet and what each hull can do, whether you have a carrier and where it is, where you are, who is aboard, and your ranks.

What a beat can be

Five triggers, and every one is a comparison on a structured field rather than on a name:

Trigger Matched on Never on
Arrive at a system the system’s id its name
Dock at a station the station’s market id its name — a carrier’s name is player-chosen
Land on a body system and body ids the body’s name
Scan a body system and body ids the body’s name
Reach a rank career and a number any rank word

Nothing a stranger can choose — a ship name, an in-game message, a mission title — can be a trigger. That is the safety property stated as a type rather than as a promise.

People may be invented. Places may not.

A story needs people and the galaxy’s named ones are few, so the AI may invent a contact, a rival, a voice on a wreck’s log. It may not invent a system, a station, a body, a faction, a Power or a game mechanic — every place in a generated story is resolved against the galaxy before you are offered it, and a miss refuses the whole draft by name.

Invented people are told about, never met. The game has no act for meeting anyone, and the only thing you can actually do in a story is fly to the next beat. Ask the core whether one of them was real and it says they are someone in the story.

Where you are in it, and what it says

A beat speaks when it fires, and hands over to the next one in the same breath:

The log's last entry is dated the day the beacon went quiet.
Next: dock at Maren Anchorage in Dyson's Hollow.

The hand-off names the place and the act and nothing else — never the next beat’s title or its line, which is the spoiler rule holding. A scan’s hand-off says how, because “scan X” sent a Commander looking for a detailed surface scanner when the ship’s own scanner was what the story meant. It also says that going there counts: a body already scanned writes no second Scan, so a scan beat is satisfied by the approach as well, and a story cannot strand a Commander on somewhere they had already been.

No counts where you read. The card says the story’s name and where it is — not yet begun, the current beat’s title, or finished. Beat 3 of 7 is checklist language and stays off the card.

Stopping, and starting again

Abandon a begun adventure and it stops telling you: no beat fires, the AI drops it from what it knows, and a beat waiting out its settle window is discarded. The record stays, folded away at the foot of the list with what it reached. Begin again on an abandoned one starts from the opening with a fresh stamp — nothing that happened in the gap counts, because a start is a start.

Abandoning is also how a begun adventure gets edited: abandon it, change it, begin again.

Remove deletes the record. For a begun one it asks first, because an adventure three beats in is work you did.

Both are yours alone, reachable from the panel and nowhere else.

Nothing here is callable by the model

Generation, beginning, abandoning and removing are all your acts, on the panel. The ship’s AI can read the story — that is what it is for, so it can play off it — and can change nothing about it. A hostile message arriving in your comms panel cannot propose a story, end one, or delete one.

It also costs nothing: none of this is on the advertised tool surface.

Where it lives

data/adventures.json, beside the executable, per Commander, and hand-editable like everything else D47 writes. Only two things are stored — the definition, and the moment you began. Everything else is worked out from your journal each time, which is what lets a story you flew with D47 closed be up to date the moment you open it.

What it does not do yet

  • Branching. One current beat, and only it can match; a beat that would match out of order is ignored rather than banked.
  • Importing somebody else’s adventure. The store file is already the format, so this is a copy and a validate when it comes.
  • Somewhere I’ve been in the editor — D47 keeps no visited-places list, so the two ways in are Here, which reads your live position, and typing a name.