Players can now paste the full text of a freely available adventure
when creating a game, and the DM will follow it instead of inventing
its own plot/NPCs/locations. Reuses the existing rulebook RAG
pipeline (chunking, local embedding) rather than injecting the raw
text into every turn, since real adventure modules range from a few
pages to hundreds — far beyond what fits in a prompt.
- New adventure_chunks table (game-scoped, unlike the global
rulebook_chunks) + Game.adventure_text storing the raw source.
- ingest_adventure_text() chunks/embeds synchronously during
POST /api/games when adventure_text is non-empty.
- build_adventure_rag_block() retrieves by similarity to the latest
player message, scoped to game_id — plus always includes chunk 0
(the adventure's opening) regardless of the query, since early
Session-0 messages rarely resemble the adventure's actual hook and
pure similarity search could miss the beginning entirely.
- System prompt instructs the DM to follow provided adventure
excerpts strictly, deviating only when players clearly go off-script.
- Frontend: optional adventure-text field in the game creation form,
a has_adventure flag surfaced as a small badge on the game card and
session header.
Verified with an isolated two-game test that chunks/retrieval never
leak across games (the critical failure mode here), and live against
x.ai: a custom-written one-shot's specific NPCs, location, and hook
appeared verbatim in the DM's opening scene instead of invented ones.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>