

For PL researchers:
A relational reinterpretation of a pure Scheme subset. Programs are written in a functional style using integers, arithmetic, predicates, and and/or control flow. The compiler derives a constraint representation that supports inversion, partial evaluation, and relational execution without requiring a separate logic-language encoding.

ada->lean->prolog->scheme
CURIOSITY -> PAPER.BOOK/PAPERWHITE.KINDLE/MP3.KINDLE/PHONE.KINDLE -> DRAWING.TABLET -> PAPER -> TYPEWRITER -> EMAIL -> MINDKASTEN -> PDF -> KINDLE ->
Combat: Battle Score
Combat is resolved by accumulating Battle Score over time. Battle Score represents momentum, pressure, positional advantage, successful actions, and overall control of the fight.
The mechanics determine who gains the advantage. The story is narrated afterward.
Character Statistics
Every combatant has three ratings:
- Size (1-6)
- Speed (1-6)
- Effectiveness (1-6)
Higher Size is better.
Higher Speed is better.
Lower Effectiveness is better.
Each combatant also tracks:
- Battle Score (starts at 0)
Gaining Battle Score
Every number of turns equal to a combatant's Effectiveness, that combatant makes a Battle Score check.
- Flip a coin.
- Heads: add Size to Battle Score.
- Tails: add Speed to Battle Score.
Repeat this throughout the fight.
Example
A Human Barbarian has:
- Size 3
- Speed 2
- Effectiveness 4
- Battle Score 0
Every 4 turns, the barbarian makes a Battle Score check.
| Turn | Coin | Score Gained | Total Battle Score |
|---|---|---|---|
| 4 | Heads | +3 | 3 |
| 8 | Tails | +2 | 5 |
| 12 | Heads | +3 | 8 |
| 16 | Tails | +2 | 10 |
Ending Combat
Combat may end after a fixed number of turns or whenever the players decide enough of the conflict has been resolved.
Compare the combatants' Battle Scores.
- Higher Battle Score wins.
- The difference between scores indicates how decisive the victory was.
Suggested Interpretation
| Difference | Result |
|---|---|
| 1-3 | Narrow advantage |
| 4-8 | Clear victory |
| 9-15 | Overwhelming victory |
| 16+ | Total dominance |
Narrating the Fight
Do not narrate attacks, wounds, or maneuvers as Battle Score is gained.
Instead:
- Resolve the mechanics.
- Compare final Battle Scores.
- Narrate how the battle must have unfolded to produce that result.
A high Battle Score might represent:
- successful attacks
- superior positioning
- intimidation
- forcing retreats
- exploiting openings
- wearing down an opponent
- controlling the battlefield
A low Battle Score might represent:
- hesitation
- missed opportunities
- poor positioning
- loss of momentum
- being pressured by an opponent
The mechanics establish the outcome. The players create the story of how it happened.
Combat Battle Score
speed or size every effectiveness
The Story Engine
A Mix-and-Match Storytelling Game
How to Play
Choose a mechanic from the menu.
Follow its rule to test your new story detail.
Add the accepted detail to the story.
Pass play to the next player.
The Mechanics Menu
------------------
Wordprocessor
Speak your phrase aloud.
Count syllables on your fingers in groups of 3.
If the final syllable = 1 or 2 → Accepted.
If the final syllable = 3 → Rejected. Try again.
Begin always from the finger position you ended on the last time you used this mechanic.
Luckflow
Start with 3 luck.
Make a detail. Roll any die.
Odd → Change detail and roll again, or pay 4 luck to force it through.
Even → Detail accepted.
If accepted (even or forced), roll the die again. On a result of 1, roll once more to determine how much luck you gain.
What If...
Say "What if..." and add a twist.
The next player must adapt the story accordingly.
Threadweaver
Choose a past story detail.
Add a new one that connects by shared noun, cause-effect, or location.
If the new detail shares at least two elements (e.g. same character + same place), gain 1 luck.
If it shares three or more, gain 2 luck.
I'd avoid trying to translate Pathfinder mechanically. Instead, translate the fictional role of the creature into your three stats.
Since your system only has 216 possible combinations (6×6×6), it works best when stats are broad impressions rather than precise calculations.
What the Stats Mean
Size
- Physical power
- Toughness
- Reach
- Ability to dominate space
Speed
- Agility
- Reflexes
- Accuracy
- Tactical flexibility
Effectiveness
- How quickly the creature converts its advantages into results
- Lower is better
Quick Conversion Method
Start with all stats at 3.
Then adjust based on Pathfinder descriptions
Pathfinder Examples
Human Barbarian
A dangerous warrior who relies on strength and aggression.
- Size 5
- Speed 3
- Effectiveness 3
Human Rogue
Deadly but less physically imposing.
- Size 2
- Speed 5
- Effectiveness 2
Ogre
Huge and powerful but slow.
- Size 6
- Speed 1
- Effectiveness 4
Young Dragon
Strong, fast, and competent.
- Size 6
- Speed 5
- Effectiveness 2
Ancient Dragon
A living catastrophe.
- Size 6
- Speed 6
- Effectiveness 1
Skeleton
Weak but relentless.
- Size 2
- Speed 2
- Effectiveness 4