postal

Complete messaging system — letters, texts, goals, rewards, attachments

SKILL.md

GitHub

Postal System

Anything addressable can send and receive mail: the player, characters, rooms, objects, directories. Messages are YAML files that move through the world carrying objects and goals. The simulator delivers them deterministically, without asking the LLM.

Addresses are paths

Addresses are paths, not names, so routing needs no interpretation:

from: "characters/family/mom/"     # character
to: "player"                       # reserved keyword
to: "pub/"                         # room
to: "start/mailbox.yml"            # object
to: "storage/vault/"               # directory

Reserved keywords: player (current player), party (all members), narrator (system voice).

Mail goes anywhere pointers go, using the same pointer syntax as inventory: config.yml#settings, README.md#install, engine.cpp:142. Not every address makes sense as a mailbox, but every one is valid.

Letters and texts

Letter Text
Delivery Queued, takes turns Instant
Attachments Anything Photos only
Goals Create, modify, complete Rarely
Template LETTER.yml.tmpl TEXT.yml.tmpl

MESSAGE.yml.tmpl is the general transport form with delivery and postage fields. The player carries a phone, so mail, texts and notifications are always reachable.

Goals come from anyone

Any character can assign, change or complete a goal by mail. Mom is just a character who happens to write warm letters; the bartender, a stranger or a real person's portrayal can do the same.

letter:
  from: "characters/npcs/bartender/"
  to: "player"
  subject: "A favor to ask"
  body: "Could you deliver this package to the mayor?"
  creates_goal:
    id: deliver-package
    complete_when: "player has talked to mayor with package"
    reward: { gold: 50 }

modifies_goal and completes_goal work the same way. Characters can also send mail from triggers (on_goal_complete, on_danger, on_long_silence).

Attachments

Action Effect
send Move from sender to recipient
give Recipient gets it; sender may keep it
copy Duplicate for recipient
reference Mention without transfer
unlock Grant access to a room
apply Apply a buff
generate Create an image on delivery
forward Attach another message

Attachment types: object, gold, image, buff, room, message. Transfers use the inventory protocol.

Inbox and outbox

Each endpoint can have an INBOX.yml (template). Without one, mail lands in the endpoint's messages/ directory. An OUTBOX.yml (template) optionally stages drafts before sending.

Lifecycle: draft -> outbox -> in_transit -> delivered -> read.

Delivery

Mail is a phase of the simulation tick, after objects simulate and before events process. Each tick decrements turns_remaining for messages in world.skills.postal.in_transit; at zero the message is delivered and MAIL_ARRIVED fires. Details in ROUTING.md.

Method Turns Cost
text 0 free
letter 3 1 gold
express 1 5 gold, tracked
courier 2 10 gold, guaranteed
freight 10 0.5 gold/kg
logistics 0 free, internal transfers

Distance is counted in hops through the room graph and adds time and postage per hop. Texts, system messages and mail within one location are free. Lost mail is an optional mechanic: a small loss chance, with lost items turning up somewhere findable.

Postal is the transport layer

Logistics containers don't need bots to move items. When a requester needs something, the logistics engine sends a logistics transfer from a provider: instant and free. Texts can carry signals, such as a forge texting the player when coal runs low.

Physical couriers stay available as an option for drama: a courier the player can see, intercept or redirect, at the cost of travel time. Use couriers for drama and postal for efficiency.

Commands

CHECK PHONE, READ MAIL, READ [letter], COMPOSE, REPLY, ATTACH [item], SEND, TEXT [character].

Browser presentation: BROWSER-UI.md.