Edit: white space somehow dropped in code blocks.
Amazing work, I feel in love with this project the moment I first saw it!
Just one question, how would you handle the syntax with a freeform system like Bivius Solo RPG or Miso RPG (the ones I like to use), where the options are defined by the player (sorta like a on-the-fly table)?
Here's a couple of examples of how I tried to make it fit:
? How can I climb the tower? A: using a rope from outside B: by disgusting myself as a guard -> B => I wear the stolen uniform (This one has the options under the question for readability) ... @ Open the door (A: lockpick it, B: brute force it) -> B => I destroy the door with my axe (This follow the syntax a bit better, but i feel like the lines can get too long) ... tbl: Type (A: Warrior, B: Healer) tbl: Power (A: Self-healing, B: Enemy detection) tbl: Weakness (A: Small spaces, B: Spiders) gen: PC -> AAB (rolls) => [PC:Warrior|Pow:Self-healing|Weak:Spiders] gen: Sidekick -> BBA (mirror of PC rolls) => [N:Sidekick|Healer|Pow:Enemy detection|Weak:Small spaces] (A combination of options for generating characters, on multiple lines for clarity, like a custom table)
From my observation, a multi line format or a way to write custom tables/options could be a solution for games that have user generated content (or filtered from a set, like in Bivius companion), it can also be shared more easily when there's no references or external sources.
While I already handle it as shown here, I would love to have your opinion on an approach that fits the syntax better, with the prospect of people building tools that can generate and parse the syntax (some already did, like this obsidian plugin and terminal app).