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dmcheck

Deterministic conduct verdicts for live tabletop sessions — CI for running a game. Findings cite the table charter; ambiguity produces silence, never accusations.

pipPyPI
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0.5.5
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dmcheck

Deterministic conduct verdicts for live tabletop sessions — CI for running a game.

Feed it a session transcript (and optionally an engine event ledger) plus a table charter, and it returns named findings — the player whose question was never answered, the dice roll nobody acknowledged, the turn that began without anyone being told, the spoiler that leaked into the channel, the five-minute dead air. Every finding cites the charter rule it violates, with the evidence attached.

Cold-boot probe (2026-07-24): a fresh agent session given only this repo URL installed and refereed a session in 2 commands, verified all three exit-code legs against the docs, and confirmed the no-false-accusation contract held (a consumed roll produced silence). Its friction notes shipped as 0.1.1 (--dice-bot, dmcheck charter).

The design contract: a false accusation is the unforgivable bug. A rule fires only when the transcript provably shows the violation — ambiguity produces silence, never noise. The verdict path is model-free and deterministic: same transcript, same findings, every time.

30 seconds to a refereed session

$ pip install dmcheck          # stdlib only, no dependencies
$ dmcheck run session.jsonl --gm "Greta"
{
 "messages": 9,
 "findings": [
  {"rule": "R2", "summary": "unconsumed-roll: a dice result was never followed by any GM message",
   "charter": "roll_ack_within_messages=4",
   "detail": "dice result from DiceBot never followed by a GM message",
   "evidence": {"index": 6, "author": "DiceBot", "content": "Bram rolls 1d20+4: [18] = 22"}},
  ...
 ],
 "counts": {"R1": 1, "R2": 1, "R6": 1, "R7": 1, "R8": 1}
}

Transcript formats: JSONL of {ts, author, content}, or a JSON array of Discord-API-shaped messages ({timestamp, author: {username}, content}) in either order.

The rule set (each one paid for by a real table failure)

RuleFires whenOrigin story
R1a player's question got no GM response within thresholda player asked the DM a lore question; another player ended up answering
R2a dice result was never followed by any GM message"did I hit?" — a player's successful attack roll sat unacknowledged
R3an engine event was never narrated to the tablethe state engine resolved a hit the table never heard about
R4a turn began and the GM never addressed the actor by name"isn't it her turn?" — asked by a player, which is one player too many
R5someone acted out of initiative (needs the ledger)engine rejected it silently; the table never knew
R6a configured hidden term appeared in a GM messagea module's secret state names leaked into narration
R7GM dead air beyond threshold while a player waited30 seconds reads as thinking; five minutes reads as absence
R8the session ended with open R1–R3 findings in its tailsessions should end in a defined state — that's what makes the next one possible

These came from running a hybrid table — human and AI players, an AI GM — on Discord, where every one of these failures actually happened and got codified the same week. They apply equally to human GMs: run dmcheck over your own exported game log and see what your table's transcript says.

Live mode (0.2): the referee sits AT the table

dmcheck watch runs the same engine over a growing session — stdin JSONL or a tailed file — and emits lifecycle events: OPEN when a violation becomes provable (thresholds fully elapsed; no predictions, ever), RESOLVED when a living condition heals (the engine event finally got narrated). --notify-cmd fires your own hook per OPEN finding — dmcheck itself never posts anywhere. At session end a closed-mode pass runs, so watch's final state provably equals dmcheck run on the full transcript (tested).

$ your-chat-fetcher | dmcheck watch - --gm "Rob" --notify-cmd 'notify-dm.sh'
{"event": "open", "rule": "R2", "detail": "dice result from RollBot never followed by a GM message", ...}
{"event": "resolved", "rule": "R3", ...}
{"event": "session_end", "open": ["R1"], "open_count": 1}
$ dmcheck explain R2            # the rule, its charter knobs, and the table failure that earned it
$ dmcheck lint-charter my.json  # unknown keys / bad thresholds refuse loudly

The point of live: every failure the rules encode was recoverable in the moment it happened — the unanswered question, the stale roll, the missing cue all had a seconds-wide window where a nudge saved the beat. Post-hoc tells you what went wrong last night; watch taps the GM's shoulder before the player feels it.

The charter is config, not code

charters/default.json ships thresholds and conventions derived from a real table's protocol. Override any of it — cue conventions, dead-air tolerance, dice-bot names, hidden-term lists — and version it. A league or organized-play program could publish a charter the way they publish a player's guide; dmcheck then referees any table against it.

$ dmcheck run session.jsonl --charter our-table.json --ledger events.jsonl
$ dmcheck rules            # the rule set with definitions
$ dmcheck charter          # print the effective charter — copy, edit, version it
$ dmcheck run session.jsonl --gm "Rob" --dice-bot "RollBot"   # quick overrides, no file needed
$ dmcheck --schema         # machine-readable I/O contract

For agents

  • tool.json at the repo root; --schema; exit codes: 0 clean · 1 findings · 2 charter/input unusable.
  • MCP server: dmcheck-mcp (stdio) with tools run and rules.
  • Findings are structured JSON with rule id, charter citation, human-readable detail, and an evidence span — built to be consumed by a GM agent that fixes its own procedure between beats.

What it does NOT do (on purpose)

  • No rules adjudication — whether the attack was legal is srdcheck's job.
  • No character math — that's charactercheck. (srdcheck judges the rules, charactercheck derives the actor, dmcheck referees the table.)
  • No narrative-quality judging — whether the prose was good is taste, and taste is not checkable. dmcheck checks procedure only.
  • No model calls, no scores — deterministic findings per rule, never a blended "DM grade."

Credits

The rule set was distilled from live hybrid (human + AI) table sessions; the Router+Detector pattern in native-gaming-harness independently converged on the same idea, which we take as evidence it's the load-bearing piece. dmcheck is game-system-agnostic and unaffiliated with any publisher.

mcp-name: io.github.chaoz23/dmcheck

Bootstrap a new table (v0.3)

dmcheck init charter.json --gm YOUR-NAME

Writes a starter charter (versioned, effective-dated, lint-clean by construction) and prints the session-zero checklist S1–S8 — including S3c: sheet accountability is declared out loud at session zero, then settlement quizzes are graded silently. The referee that judges your table also hands you its constitution.

Per-seat cue policy (R4, hardened). Agent seats behind mention-gated transports (e.g. Discord allowBots="mentions") never receive name-in-prose cues. Declare it:

"seats": {"Shalia": {"cue_requires_mention": true, "mention": "<@1493...>"}}

R4 then counts a cue only if the literal mention string is present. Origin: a live session where "Shalia — you're up" was posted, looked like a cue, and was provably undeliverable — R4 passed on it. Never again.

Ledger format (the declared standard). dmcheck's ledger is JSONL: {ts, type: turn|act|event, actor, text} — one line per engine event. No lightweight OSS session-ledger existed when we surveyed (2026-07-26), so this format is the interchange standard our stack shares: engines tap their logs into it; run, watch, and settlement all consume it.

Evidence bars (v0.4)

Full calibration story — including what the naive rules got wrong, the held-out validation, and the negative results — in docs/CALIBRATION.md.

Calibrated against 134 hours of professional play, where the naive rules were wrong loudly: R1 fired 85 times in one episode with zero valid findings, and R7 flagged 115 dead-air gaps of which ~5 were real.

  • R1 now requires a GM-directed question (GM named, rules lexicon, or adjacency to a GM beat) and a waiting table — if other players carry on, nobody was blocked. Knob: question_requires_gm_address.
  • R7 exempts the yielded floor: a GM holding back while players talk is craft, not absence. Knobs: dead_air_requires_quiet_table, thresholds.quiet_table_max_messages (default 3).
  • R4 seats gain aliases — professional cues are in-fiction by character name ~10:1, so the referee must recognise the character's name as a cue.

One narrowing, stated plainly: R1 no longer fires when another player answers in the GM's place — at a busy table that is textually indistinguishable from the banter that produced the false-accusation storm, and D1 chooses silence.

The attention lane (v0.5)

dmcheck craft session-beats.json --scene SOCIAL --pc Teodor --pc Shalia

Statistics, one attention signal, and categorical defects — never a score. Rates run against the professional envelope (134h, two DMs); attention is ONE scene-weighted signal with resolve-and-move-on, because a five-dial dashboard cost its author the metric he wasn't watching. Categorical detectors catch what rates structurally cannot: voicing a player's character, exposing the inference tree, deferring an adjudication, rolling for the player — all born from a live second-agent test. Advisory only: it reports, the DM decides, and overrides are expected exactly when the scene demands it.

seat_quiet (v0.5.2)

watch --craft --pc <name> also emits a seat_quiet advisory when a player seat goes silent across N GM beats (knob: seat_quiet_gm_beats, default 3) while the scene advances. Origin: a human player stepped away and the agent seats carried the scene to its climax without him. The advisory suggests checking in and holding irreversible advancement — it never blocks, because a virtual table's virtue is that it does not stall when someone disappears.

rule checks (v0.5.4)

craft now runs the protocol's machine-checkable rules per session (testability charter: a rule must state its falsification): 1a initiative order posted within 5 beats of onset · 1b ≥95% of turn-advance beats name a PC · 11a combat damage-beat median under 20 words (numbers are the register at pace) · 11b kills get ceremony ≥3× the combat median (lexical kill detection — findings are review items, and say so). Advisory throughout; no score exists.

Keywords

ttrpg

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