The Guide
The conceptual model
The why of TropeLang, for a reader who wants to understand it before — or while — learning to write it. Hand-authored from the spec suite; the examples throughout are editable.
Read it in order, or jump to whatever's nagging you. Vocabulary links to the glossary; tutorials, when they land, live under Learn.
- 01 StoryCraft What good storytelling looks like in TropeLang.
- 02 Why TropeLang Describe a story as facts; let a recognition engine find the tropes.
- 03 The graph Composition over inheritance. Entities, edges, tags.
- 04 Tags & the ontology Facet sigils, and imply — one tag expanding into many.
- 05 Tropes as patterns A rule over the graph's shape, not a keyword.
- 06 The corpus & its tiers Prelude → concepts → modules → tropes, a ratification ladder.
- 07 What characters know Ground truth vs. a possibly-false world-model. The four tiers.
- 08 Stories within stories The «…» planes; the player↔character boundary.
- 09 The two clocks Story-time vs work-time: flashbacks, shuffled timelines, and a character meeting their own other-time self.
- 10 Coverage — drams How richly a story is read: density over coverage.
- 11 Literate authoring Start in prose; structure it progressively.
- 12 The bigger picture The runtime/game vision and the authoring surface. Roadmap.