Compile a deterministic "play" (a multi-step, gated workflow recipe) from an intent. Interviews for the intent triple, generates the expectation, identifies the skills, scripts, and agents the play needs, selects a workflow structure, generates evals, and emits a compiled play (a SKILL.md plus bundled scripts for its mechanical work). Use this whenever the user wants to create, build, compile, or review a play — or says "create a play", "new play", "compile this into a play", "play-creator", ...
Scanned 9/10/2026
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---
name: play-creator
description: >
Compile a deterministic "play" (a multi-step, gated workflow recipe) from an
intent. Interviews for the intent triple, generates the expectation, identifies
the skills, scripts, and agents the play needs, selects a workflow structure, generates
evals, and emits a compiled play (a SKILL.md plus bundled scripts for its mechanical
work). Use this whenever the user wants to create, build, compile,
or review a play — or says "create a play", "new play", "compile this into a play",
"play-creator", "turn this intent into a play", or "review my play for gaps" —
even if they don't say the word "play" explicitly but are describing a repeatable,
multi-step, checkpoint-gated workflow they want captured as a runnable recipe.
user-invocable: true
model: best
---
# play-creator
The play compiler for garura. It takes an **intent** and produces a
compiled, deterministic **play** — a `SKILL.md` (plus a `scripts/` folder for its
mechanical work) whose pre-flight checks, task graph, step order, eval criteria, and
recovery are all baked in, so running the play later requires no re-planning.
This skill is deliberately self-contained: it runs the whole pipeline itself
rather than dispatching to separate builder agents. It is lean to *operate*; the
play it *produces* is full-featured. Keep that split in mind — simplifying the
generated play is under-delivering; adding runtime plumbing to this skill's own
operation is over-building.
Following the harness-led principle — the skill decides, scripts execute — the
**mechanical** checks (coverage counting, orphan detection, fingerprinting) are
offloaded to a bundled script, `scripts/lint_play.py`. Spend tokens on judgment, not
on counting the model can get wrong.
**Hold the play you build to that same standard.** When a step in the play you're
compiling does mechanical, deterministic work — parsing, counting, validating, formatting,
a fixed file transform, hashing — generate a small script for it and have the step *call*
the script, instead of spelling the work out as prose the play re-reasons every run. Keep
judgment (decisions, generation, anything needing context) in the step's prose. So a
compiled play is normally a **folder** — `SKILL.md` plus a `scripts/` folder for its
mechanical work (and `references/` for anything it reads) — not a lone file. Only a
pure-judgment play with no mechanical work stays a single `SKILL.md`. This is the same
move you just read about this skill, applied one level down: every play this compiler emits
should itself be harness-led.
## The mental model: ICE
A play is compiled from a clean **ICE** triple:
- **Intent** — the implementation-agnostic core: a one-line goal, a list of
**constraints** (rules the play must respect), and **failure conditions** (what
makes the play's outcome wrong). No tools, no file paths, no step-by-step how.
- **Context** — the surrounding grounding the play draws on (relevant memory,
prior art, the shape of the codebase it acts on). Often light for simple plays.
- **Expectation** — generated from the Intent: **success scenarios** (per-persona,
given/then/measure) and exactly one **recovery** entry per failure condition.
Generated, never hand-authored — hand-authoring scenarios is the pattern ICE rejects.
The compiler's job is to turn that triple into a deterministic recipe and to prove,
via a coverage check, that every constraint, failure condition, and scenario is
enforced by some concrete mechanism in the output.
## Roles & handoffs — how every play you build is wired
A play this compiler builds always uses the same roles and one handoff mechanism. Bake
this in; it is not optional.
- **Play — the orchestrator.** It owns the workflow and the step order, and does no domain
work itself. It hands work out and routes the results.
- **Subagent — context and assurance.** A subagent gathers the context a piece of work
needs *before* it runs and checks that what came back is *right* after. It bookends the
work; it does not do the building.
- **Skill — the worker.** Skills are where the actual work happens — build, generate,
transform, produce the artifact.
- **Script — the mechanical hand.** Deterministic work (parse, count, hash, validate) a
step calls directly, per the principle above.
**The handoff is always a JSON contract — never inline prose or pasted data.** Play →
subagent → skill and back, every hop passes a JSON contract. The real outputs are written
to **files on disk**; the contract carries the *paths*, not the contents. A hop says, in
effect, "your inputs are these files, write your output here," and returns "done — the
output is at this path." The bytes live on disk; the contract moves the references. (A
script a step calls directly follows the same disk discipline — paths in, files out.)
That is why a subagent never returns a wall of prose and a skill never takes a prose
prompt: the wiring is files + contracts, so any step can be resumed, re-run, or handed off
without re-deriving anything.
## Structural gate (do this first)
Before anything else, decide whether the requested play has enough structure to
compile. A play is compilable when its intent defines **at least one constraint and
at least one failure condition**, and it has (or can generate) **at least one success
scenario**. If the user only has a vague wish with no constraints and no failure
modes, it is structureless — do not invent a play. Say what's missing and help them
pin down: what must always hold (constraints) and what would count as the play
getting it wrong (failure conditions). Then proceed.
Ideas that describe runtime-assembling workflows, dynamic intent resolution, or
self-modifying DAGs are out of scope — this compiler produces *static, deterministic*
plays only. Acknowledge and redirect; don't reject outright.
## Identity & mode
Ask for (or infer) the **play name** and check whether `intent`/`SKILL.md` already
exist for it.
| State | Mode | What happens |
|-------|------|--------------|
| Nothing exists | **new** (default) | Build from scratch: gather intent → compile |
| Intent exists, no play | **new** | Skip the interview, compile from the existing intent |
| Both exist, user wants a check | **review** | Diagnose gaps only — **read-only, never modify** |
Review mode is the one exception to "this skill produces a play" — it produces a
gap report and stops. See [Review mode](#review-mode-read-only) below.
## Pipeline (new)
Run these in order. Each step's output feeds the next.
This pipeline is interactive by default — it interviews and asks for approval. If you're
running it without a reachable human (an automated or test run), don't block: state your
assumptions explicitly at each interview and approval point, record that approval was
assumed, and proceed.
### 1 — Intent (the clean triple)
Interview the user (or read an existing intent) and write the triple: a one-line
`intent`, a numbered list of `constraints` (each with an id like C1 and a rule),
and a numbered list of `failure_conditions` (each with an id like F1 and a condition).
Keep it implementation-agnostic — strip any mention of specific tools, technologies,
file paths, or ordered how-to steps; those belong in the compiled play, not the intent.
Present it back and get explicit approval before moving on.
### 2 — Expectation (generate, then confirm)
From the approved intent, generate the expectation:
- One or more **success scenarios**, each with an id (S1…), a persona, a `given`,
a `then`, and a binary-testable `measure`.
- Exactly **one recovery entry per failure condition** (F1→REC1, …), each naming the
trigger symptom, the corrective direction, and a `handoff` of `autonomous` (the fix
can loop back without a human) or `human` (needs a person to decide).
- A **"### Done means" section (#464)** — the play's stop condition: 2–6 clauses, each
with an id (D1…), a plain-language `says`, and a mechanical `check` drawn from the
closed clause set (`artifact_exists` | `field_equals` | `gate_outcomes_pass`).
Compose the clauses from the scenarios' measures and the artifact-verifiable
constraints — the done statement is what the measures already promise, made
evaluable against the run's artifacts at close. A done that cannot be composed
mechanically is a sign the measures are not binary — fix the measures, don't
hand-wave the done.
Derive these from the intent — do not ask the user to write them. Present the generated
expectation for a quick approve/revise.
### 3 — Skills, scripts & agents the play needs
From the intent, work out what the play actually has to *do*, and split each piece of work
by its nature — this split is where the token savings live:
- **Scripts** — bundled programs for the **mechanical, deterministic** actions (parse,
count, validate, transform, hash, format, threshold/precedence logic). The step calls
the script; the script does the work. Prefer a script for anything a script can do
reliably. **Two hard rules for scripts:**
- **Layer boundary — the split is JUDGMENT vs MECHANICAL, not git-vs-non-git (#484).**
Mechanical git/gh/host work — a *fixed command sequence with zero judgment* (cut a
branch, push, open/merge a PR, fetch a diff, post a comment, read merge state) — runs
in a bundled script via the code-host adapter (`references/platform_adapter.py`), NOT an
agent dispatch. Booting an agent to run a fixed git sequence is the bug #484 fixed
(~10× the wall-clock for the same commands). What stays with a skill/agent is genuine
**judgment** about VCS/host state: grouping a changeset by concern, matching an issue
from a description, assessing review categories, design-grounding. Rule of thumb: if you
could write the exact commands ahead of time, it is a script; if it needs a decision,
it is an agent. Scripts still never do judgment — that half of the boundary is unchanged.
- **Don't put deterministic logic on an LLM.** If a step's work is a fixed rule — a
threshold verdict, a precedence/most-specific-wins resolution, a table-driven
classification, a count or a diff-scope check — it is a script, not an agent or
re-reasoned prose. Assigning such work to a subagent is a harness-led failure; flag
and convert it.
- **Skills** — where the actual work happens: build, generate, transform, produce the
artifact.
- **Subagents** — gather the context a skill needs and verify that what the skill produced
is right; they bookend the work, they don't do it. Add one only when the work genuinely
needs gathered context or an independent correctness check.
For each, note whether it already exists or must be created. Remember the handoffs are JSON
contracts over files on disk (see **Roles & handoffs** above). **Short-circuit rule:**
if a piece's only output is something derivable deterministically from context (a
branch name, a path, a config value), don't spawn an agent for it — the play computes
it inline. Audit every agent the play will use against the 11 agent principles in
[`references/agent-audit.md`](references/agent-audit.md) (P1–P11); list any that fail
so the user can fix or drop them. A fully deterministic play — pure git, file, or
config operations the play can compute itself — may legitimately need **zero agents**.
That is correct, not a gap. The compiled-play example uses agents, but yours need not;
don't invent an agent just to match the template.
### 4 — Workflow structure
Pick the shape that fits the work. The four structures (full-checkpoint A, fast B,
chained C, readiness-only) and when each applies are in
[`references/workflow-structures.md`](references/workflow-structures.md). Derive the
play's **pre-flight checks** here too: every constraint that is really an environmental
precondition ("must be on a feature branch", "config must exist") becomes a pre-flight
check with an action-on-failure (hard halt, graceful exit, or hard block).
**Concurrent read-only fan-out (#468).** When a step does the same read-only work over N
independent items — one isolated sub-agent per doc, one runner per check — emit it as a
concurrent fan-out (one batch, then join), not a serial loop, provided the three safety
conditions hold (read-only over shared inputs, distinct output paths, no sibling
dependency). The form and the required declaration are in
[`references/workflow-structures.md`](references/workflow-structures.md) and
`standards/rules/concurrent-fanout.md`. A step whose sub-tasks WRITE the tree stays serial
(that is #488).
**Pre-flight resolver (harness-led — emit it).** The deterministic part of pre-flight is
not orchestrator inference. Stamp the canonical resolver into the compiled play at
`scripts/preflight.py`, copied verbatim from
[`references/preflight.py`](references/preflight.py), and have the Pre-flight phase **call
it** instead of resolving facts in prose. Stamp `scripts/session_stamp.py` the same way
(verbatim from [`references/session_stamp.py`](references/session_stamp.py), #463) and have
the Pre-flight phase run its `--phase start` right after the resolver — the close block's
stamp step (play-close.md) reads the marker it writes. Soft-fail by design; never a
pre-flight halt condition. It parses config for the path tokens + the
resolved `evidence_record` (per-play override → global → true), extracts the issue from the
branch, and reports `on_default_branch` and `changes_present` — returning one JSON object.
The orchestrator captures the only two live reads (`git branch --show-current` and `git
status --porcelain`) and passes them in (`--branch`, `--porcelain-file`); the script never
shells out to git/gh (layer rule). The Pre-flight **table keeps only the policy** — which
fact maps to a hard halt / graceful exit / hard block, which differs per play (e.g.
`changes_present == false` is a graceful exit for `commit-change` but a *clean-tree*
precondition for `propose-change`). Live host reads that need git/gh state (open-PR,
mergeability, worktree presence) run through the **code-host adapter script**, not an agent
(#484) — see the adapter-stamping note below; `preflight.py` itself stays offline. A
purely interactive play with no environmental pre-flight may omit it; anything that resolves
config/branch/issue/changeset must use it.
**Code-host adapter + operation scripts (harness-led — emit them, #484).** A play whose
mechanical work is git/gh — the chain plays (`start-change`, `propose-change`,
`review-change`, `merge-change`) and any play that cuts a branch, pushes, opens/merges a PR,
fetches a diff, posts a comment, or reads merge state — stamps
[`references/platform_adapter.py`](references/platform_adapter.py) (the 16-verb, config-driven
code-host adapter) into its `scripts/`, verbatim, the same discipline as `preflight.py`, and
its steps call the bundled **operation scripts** built on it (`setup_branch.py`,
`submit_pr.py`, `read_merge_state.py`, `merge_pr.py`, `fetch_pr_context.py`,
`post_verdict.py` — all canonical in `references/`). The step runs the script; NO agent boots
for the fixed command sequence. Reserve agent dispatch for the judgment that remains
(changeset grouping, issue-match, category assessment, design-grounding). This is what makes
the scripted chain durable — a rebuild reproduces the scripts instead of reverting to the
slow agent-dispatch pattern.
### 4b — Pipeline position (D2)
Read the play's declared `position` (frontmatter: `start | end | both | none`, default
`none`) and fold in the standard delivery machinery per
[`standards/rules/pipeline-position.md`](../../memory/standards/rules/pipeline-position.md):
- **start** → prepend a first step that runs the `start-change` sub-play (resolve/create
the issue, cut the branch off fresh main, optional worktree, init STM).
- **end** → append the end sequence as ordered closing steps, before Evidence & Close, in
order: `commit-change` → `propose-change` → `review-change` → `merge-change`.
- **both** → both of the above, bracketing the play's own work (the self-contained
"start, do everything, close the loop" shape).
- **none** → inject nothing (strategic/model-building and standalone plays).
Inject as **explicit, named sub-play steps** wired as JSON contracts over files on disk
and dispatched with `parent_run_id` (sub-play evidence convention, `play-close.md`), woven
into the Task DAG — `start-change` at the head, the four end plays as the closing chain
(each `blockedBy` the previous) right before the Evidence & Close step. Never collapse the
end sequence into one opaque step. The six **member** plays (`start-change`;
`commit-change` / `propose-change` / `review-change` / `merge-change`) are the building
blocks: never inject a sequence into one of its own members, and never let a consumer play
hand-roll issue/branch/PR/merge steps that duplicate a member — those come only via
injection.
**Durable model writes ride the end pipeline (D2b, #437).** A play that persists durable product-model artifacts (an Apply/Persist phase, an `apply_*.py` call) must declare `position: end` or `both` — or record an explicit `| position_exception | <reason> |` metadata row. `lint_play.py` fails the play otherwise.
### 4c — The cardinal rule: no unbacked recommendation
If the play **recommends, suggests, advises, or ranks** anything for the user, wire
[`standards/rules/no-unbacked-recommendation.md`](../../memory/standards/rules/no-unbacked-recommendation.md)
into it. Silence beats a wrong answer: every recommendation must trace to a source the
play can name, and where it cannot, the entry carries **no** recommendation — never a
default, a generic pointer, or another play's name. Emit four things, not a sentiment:
- a **constraint** stating the rule, including that the count of un-recommendable entries
is reported to the user (an invisible gap is the same failure one step later);
- a **failure condition** for an entry that was given a recommendation the play cannot back;
- a **step eval** that fails when any such entry carries one, when the substituted text
names a play, or when the count is wrong or missing from the output;
- a **recovery** whose direction is to **strip** the recommendation — never to pick a
different one. Absence is the correct answer, so recovery must not repair it into a guess.
`/focus` is the reference implementation (C12 / F10 / S8 / REC10). `lint_play.py`'s
`no-unbacked-recommendation` check fails any recommending play that does not carry this
wiring, so emit it here rather than discovering it at step 7.
### 5 — Evals
Generate the checks that prove the play works. Do not hand-wave these — each must be
objectively checkable:
- **Step evals (SE-n)** — one or more per **failure condition** and per
*artifact-verifiable* constraint, placed right after the step they validate. Each
cites its source: `SE-1 (F1/C3): <check>`.
- **Scenario evals (SCE-n)** — one per **success scenario**, sourced from that
scenario's `measure`: `SCE-1 (S1 — <persona>): <check>`.
First **classify every constraint** into one of three buckets, because the bucket
decides how it's enforced:
| Bucket | Meaning | Enforced by |
|--------|---------|-------------|
| pre-flight | environmental precondition checkable before work | a pre-flight check |
| artifact-verifiable | observable property of an output | a step eval (SE-n) |
| structural | a rule about the play's own shape | the play structure itself |
### 6 — Compile the play
Emit the play. If it has mechanical steps, emit a **folder** — `<play-name>/SKILL.md` plus
`<play-name>/scripts/` for the scripts those steps call (and `references/` for anything it
reads); a pure-judgment play can be a single `SKILL.md`.
**Bake the stop condition (#464).** When the ICE carries "### Done means", emit
`<play-name>/stop-condition.yaml` (schema `{name: stop-condition}`, `content.done` =
the clause list verbatim) and stamp `scripts/check_stop_condition.py` from
[`references/check_stop_condition.py`](references/check_stop_condition.py) — same
verbatim-copy discipline as `preflight.py` and `session_stamp.py`. The Standard Play
Close's Step C0 (play-close.md) evaluates the manifest at close: held permits
COMPLETED, unmet forces HALTED. A play whose ICE has no Done means bakes no manifest
and closes as legacy (`stop_condition: not_defined`). Write each mechanical step's
script into `scripts/` and have that step invoke it by relative path — don't also inline
the logic the script now owns. **Unless the play has no environmental pre-flight, stamp the
canonical `scripts/preflight.py` (copy `references/preflight.py` verbatim) per step 4 and
wire the Pre-flight phase to call it.** Wire every step that dispatches to a subagent or skill as a
**JSON contract**: it names the input file paths and the output file path, the piece writes
to disk and returns the path, never inline data (see the worked example). The `SKILL.md` is
a **full compiled play** and must carry every required section — match the worked example in
[`references/compiled-play-example.md`](references/compiled-play-example.md):
Frontmatter (incl. the `position` field — D2) · Header · Compiled-From notice · Role +
agent boundaries · Pre-flight · Task DAG (a `TaskCreate` per step with `blockedBy`,
including any injected start/end sub-play steps per step 4b) · Workflow (steps grouped by
phase, each with owner, dependency, and its step evals; with the position-injected
`start-change` / end-sequence steps shown explicitly by name) · Scenario Validation ·
Recovery (one entry per failure condition) · Pause-and-Resume · Compilation Metadata.
Determinism rules for the output: steps are sequential with named phases (no runtime
reordering); the task DAG is baked in; nothing is resolved "at runtime". Record a
content fingerprint of the intent + expectation in the metadata so later drift is
detectable and forces a fresh compile. Compute it mechanically — run
`shasum -a 256` over the intent + expectation text and paste the digest. Don't invent a
hash; the model can't compute one in its head, so a made-up fingerprint is worse than none.
### 7 — Verify coverage (run the linter)
Don't hand-count this — it burns tokens and the model miscounts. Run the bundled script
on the play you just wrote:
```
python3 scripts/lint_play.py <path-to-the-compiled-play>
```
It mechanically checks the wiring: every constraint/failure/scenario is covered by its
eval, exactly one recovery per failure, no orphan references, all required sections
present, and a real (non-placeholder) fingerprint. It prints a PASS/GAP report and exits
non-zero on any gap. For each GAP, fix the wiring — add the missing eval, write the
missing recovery, reclassify the constraint — and re-run until it's clean. The script
counts; the fix is still yours.
The linter checks an eval *exists*, not that it is *meaningful* — that part stays with
you. In particular it can't see one thing: every eval must be **executable from what
earlier steps actually capture**. If a step eval inspects data — a commit tip, a file
list, a prior value — that no earlier step recorded, the eval can't run. The fix is to
make the earlier step capture that input, not to weaken the eval.
## Review mode (read-only)
When asked to review an existing play, report gaps — **change nothing**.
Start with the linter; it does the mechanical half for free:
```
python3 scripts/lint_play.py <path-to-the-play>
```
That covers coverage, one-recovery-per-failure, orphan references, required sections, and
whether the fingerprint is real. Then add the judgment-only checks the script can't make:
- Every agent the play references actually exists, and every skill it names exists.
- Every agent passes the 11 principles in [`references/agent-audit.md`](references/agent-audit.md) (P1–P11).
- The fingerprint still *matches* the current intent + expectation — recompute it with
`shasum -a 256` and compare. The linter only confirms the fingerprint is real, not that
it's current.
- The evals are meaningful and executable, not merely present.
Present a short PASS/GAP table combining the linter's findings and yours, then stop. If
the user wants the gaps fixed, they correct the intent and re-run the skill (or use
`play-editor`).
## Hard rules
- Never build a structureless play — name what's missing and stop.
- Never produce a play that resolves its DAG or intent at runtime — compiled plays
are static and deterministic.
- Never hand-author scenarios or evals to "fill in" — generate scenarios from the
intent and evals from constraints/failures/scenarios, so they actually trace back.
- Never simplify the *generated* play below the required sections — full output is the
whole point.
- Build plays the harness-led way — a step's mechanical work goes into a bundled script
the step calls, not into prose the play re-reasons each run; judgment stays in prose.
- Always emit the pre-flight resolver (unless the play has no environmental pre-flight) —
stamp `scripts/preflight.py` from `references/preflight.py` and have the Pre-flight phase
call it; never leave deterministic config/branch/issue/changeset resolution as
orchestrator prose or inference. The Pre-flight table keeps only the halt policy.
- Wire every play you build as JSON-contract handoffs over files on disk — play
orchestrates, subagents gather context and verify, skills do the work. No piece does
another's job, and no piece passes inline data where a file path belongs.
- Never modify any file in review mode.
- Always honor the declared `position` (D2): inject `start-change` for `start`, the
`commit-change → propose-change → review-change → merge-change` end sequence for `end`,
both for `both`, nothing for `none` — as explicit named sub-play steps, never an opaque
one-liner, and never injected into a member play itself
(`standards/rules/pipeline-position.md`).
- Always wire the cardinal rule (`no-unbacked-recommendation.md`) into any play that
recommends, suggests, advises, or ranks — constraint + failure condition + step eval +
strip-not-replace recovery. A default offered where the play cannot back an answer is
worse than the gap it hides.
- Always classify constraints before generating evals; always run the linter
(`scripts/lint_play.py`) and clear every gap before declaring the play done.
- Always wire the **Next** command. Every user-invocable compiled play must have an entry
in `standards/rules/pipeline-next.md` (the successor map) — add one if the play is new —
or be listed there under `meta_exempt`. The emitted Standard Play Close (step C2) renders
the play's Next line from that map (`**Next:** /<command> — <why>. Or run /next…`); the
linter's `next-command (pipeline-next)` check fails a positioned play that resolves to
neither the map nor the exempt list.
## Direct-edit deviation note (#434)
play-creator (formerly create-play) is the compiler bootstrap — it has no `intent.yaml`,
so all changes to it are direct edits by definition. Brought over from the sudarshan
harness and renamed to play-creator (companion: play-editor). Taught the D2 pipeline-position
rule: step **4b** and a hard rule inject `start-change` (position `start`) and the
`commit-change → propose-change → review-change → merge-change` end sequence (position `end`)
per `standards/rules/pipeline-position.md`. D1 (evidence) needs no compiler change — plays
emit it via the referenced Standard Play Close. `scripts/lint_play.py` gained the D1 (close
anchors) and D2 (valid `position` frontmatter) checks. Non-intent change.
**Pre-flight resolver (#434).** Added the harness-led pre-flight rule: step **4**, a hard
rule, and the step-6 output note now require stamping the canonical
[`references/preflight.py`](references/preflight.py) into each compiled play at
`scripts/preflight.py` and wiring the Pre-flight phase to call it (config/branch/issue/
changeset resolution is a script returning JSON facts; the play keeps only the halt policy;
the script never shells to git/gh — the orchestrator passes the two live reads in).
`scripts/lint_play.py` gained a non-breaking check: if a SKILL's pre-flight references
`scripts/preflight.py`, the file must exist. The five member plays were back-filled by
direct edit (each carries its own deviation note). Non-intent change.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
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