# World turn continuity

## One turn, one adjacent consequence

Start from the player's literal action and carry it through contact with the world. Stop after the nearest meaningful consequence or new pressure. Do not skip the requested action and narrate only its aftermath.

## Synchronized time

Elapsed time follows the action and the world's contract. A glance may take seconds, a journey hours, and cultivation years. Advance NPC goals, environmental pressure, and ongoing processes by the same elapsed interval without choosing the player's next action.

## State and prose agree

Every concrete person, object, clue, holding, relationship, location, and time change made real in prose must have a compatible graph fact. Reuse existing identities. Do not create duplicate entities for aliases, and do not let the renderer invent a state-changing object that the mutation omitted.
