worldos-pax-adaptation
WorldOS Pax Adaptation
Turn a Pax Historia source into a playable WorldOS Simulation rather than a textual copy. Preserve the player fantasy and distinctive conflicts, then rebuild mechanics around WorldOS apps, explicit state ownership, active pacing, and reviewable unpublished worlds.
Use only public WorldOS MCP capabilities for WorldOS reads and writes. Do not fall back to Supabase, SQL, private APIs, platform source code, or WorldOS application-repository scripts. Ordinary read-only source access and the bundled Pax snapshot helper are allowed only for source acquisition.
Start with the live contract
- Call
get_authoring_guidebefore designing or editing a world. - Treat the live guide, current tool schemas, and validation results as authoritative.
- Stop and request client reauthorization if the MCP is unavailable or unauthorized. Never request an access token in chat.
- Read references/pax-adaptation.md before composing the state model or opening.
Read-only requests such as “review,” “audit,” “explain,” or “show me a proposal” do not authorize a write. Create or update a world only when the user clearly asks to import, adapt, create, or modify it. Publishing always remains a human step in WorldOS.
Freeze and audit the source
Record the exact Pax URL, preset identifier, version identifier, title, and source language. Treat an unversioned latest page as unstable. Follow the version-specific public snapshot workflow in references/pax-adaptation.md when the preset is publicly readable: prefer the exact Firestore document used by the Pax frontend over browser DOM extraction, pin the raw response, and record both raw and canonical JSON hashes. Run the bundled decoder to produce ordinary JSON plus a source-coverage worksheet before designing the WorldOS world. Use Pax search only for discovery or summary cross-checks, not as the complete source.