Tales — the playback gallery
every tale is a deterministic recording, not a video — same seed, same fight, forever · 12 plays
Living wing — current engine
Recordings that regenerate byte-identically on the engine as it stands today — inspectable down to the modifier, regenerable from one command line. This wing grows with the engine.
▶ The Gear Tale — seed 6 (#46)
A fighter built, equipped, and fought: Agile Armor +1, Sunblade +1 — the armor's +1 visible as the data-vs-events delta on her card, the blade's +1 itemized in every attack's modifier chips. The magic-item pipeline, end to end, in 26 events.
▶ The Doctrine's First Game — GLM plays the seat
The first game any LLM has played on this engine's true surface: GLM in the doctrine seat, 419 decisions through real tool calls — reachable queries, target probes, whole-turn compositions with inline rationale riding every caption. Forty rounds; four players standing against one enemy at the close. The doctrine's first near-win, recorded.
▶ The Doctrine's First Win — GLM clears the delve
A day after the near-win, the seat returns to the same delve and clears it: 302 decisions, every enemy defeated — the tape's own verdict, victor Player. Thirty rounds, the party's fallen named on the banner, the arc from near-clear to clear in two recordings.
▶ The Last Stand — the inspector tale
A lone Ranger falls at the wall line — and every unit and every square is examinable at any frame: stat blocks with gear, full HP trails, conditions, terrain cards, occupancy timelines. The viewer is a game debugger.
History wing — pinned recordings
Recordings pinned to the engine builds that made them. The engine has since moved (hero re-stat, power delivery, riders) and these fights would not replay the same today — seven of eight stories shifted when re-run on current master, so the originals stand as history, each labeled with its engine hash. Re-recording a changed story would erase what actually happened.
▶ The Thinking Tale I — glm-5.3 vs glm-5.3, The Blitz
Two language models play 4E against each other — and you see every thought. The LLM party's flawless war: 186 damage dealt, 7 taken, all three heroes alive. Each decision captioned with the candidates it weighed and why it chose.
▶ The Thinking Tale II — The Grind
The same mirror match, the other ending: mutual attrition to the last hitpoint, and the ankheg's own reasoning — "finishes the nearly-dead Fighter while repositioning, avoiding reprisal" — captioned as it happens.
▶ The Seven Rounds — seed 80
The monsters' best day: seven rounds, three heroes down. The ankheg takes two, the ooze finishes the cleric.
▶ Thirteen Hitpoints — seed 94
Rogue and Fighter fall — then the cleric, alone on the field, kills both oozes and the ankheg. Thirteen HP between her and the end.
▶ 435: The Stand
One seed, two futures — first ending: the Fighter falls and the party still clears the field.
▶ 435: The Fall
The same war, the other ending: twelve rounds, all three heroes ground down.
▶ Fourteen Rounds — seed 386
The longest fight in the benchmark: five deaths, and the last cleric falls with one monster standing at 34 HP.
▶ The First Tale — seed 249 (Milestone 1)
Where it began: a complete, terminating encounter as a self-contained playback. Grid, HP, movement, attacks, deaths — scrub the timeline.
▶ Acid & Mercy — seed 14
The Fighter burns under the jelly's acid — saves made, saves failed, death at 4 HP — then the Cleric saves at the last and lands the killing blow. Conditions and save rolls, rendered.