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Things like the timeline and the scratchpad allow the GM to "have a plan" by creating useful persistence.
Thinking about the datatype of the grim state first may be useful. Here's a stab at it that layers the application state and the game state.
# Grim State
* players
* user interactions
* checkpoints for each scenario state
* scenario state
* canonical message history, list of:
* assistant: initial player briefing
* user: actions taken + outcomes
* assitant: next update, etc.
* scratchpad after applying the actions