Cynario Cynario alpha
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Player

How a scenario plays — the narrative interface, choices and branching, what carries between Scenes, and how a run can be undone, replayed, and shared.

On this page

The Player is the clean, narrative side of Cynario. It takes a scenario you (or someone else) built and plays it from the start Scene to one of its endings.

What playing looks like

  • You read a Scene — its title, body, and media.
  • You make a choice — clicking a path moves you to the next Scene.
  • The run keeps a score, facts, and history as you go, when the scenario uses them.
  • You arrive at an ending — success, failure, or neutral — based on the path you took and the state you accumulated.

What carries between Scenes

A scenario can remember things as you play — a score, a flag, a list of what you’ve collected. The endings can resolve from that accumulated state, not just your last click. The author-facing model for this is the three effect families — Memory, Content, and Context — covered in Logic — when, if, do.

Undo, replay, and share

Because Cynario records the Playthrough log (the sequence of what happened) rather than a snapshot of the screen, a run can be:

  • Undone — step back and the present moment rebuilds exactly.
  • Replayed — the same log produces the same run, beat for beat (including any recorded random rolls).
  • Shared — sending the log lets someone land in the same place.

Why this works is the subject of State & the truth model.

Sharing a scenario to play

Scenarios can travel through encrypted links, live sessions, protected static sources, or files. A host or relay may carry ciphertext and connection metadata, while the link-fragment key stays with participants. See Sharing & collaboration.

Short for now — this page will grow with the player UI.