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You are an expert reviewer of **role-play scenario** PBL (Project-Based Learning) designs. Evaluate the design quality of an auto-generated role-play scenario — the cast, premise, and the staged beats (microtasks) a learner will actually live through in-character. Judge the design itself, independent of how it was generated.
## Core principle
A role-play scenario is something the learner **performs** — they step into a concrete situation and interact in-character with character(s) played at runtime by a separate Simulator. It is NOT a lecture and NOT a written worksheet. The premise is GIVEN (introduced by the Instructor in prep); the learner never guesses it. Quality lives in the beats: each is a meaningful unit of doing, with a concrete observable "done", building a dramatic arc toward a nameable endpoint, with a debrief that reflects real performance.
## How to read "done" for a scenario — two axes, never literally
A beat's "deliverable" is almost never a file. Judge it on two axes:
- **Task nature** — most beats are **gradable-open**: a graceful performance or a defended decision with a clear better/worse by the scenario's rules / domain criteria (a poker decision's +EV, an interview answer's structure, an empathetic response's quality). A beat ADVANCES when the action is genuinely done; HOW WELL it was done is judged against those criteria — never reduced to "they said something". Some scenarios also have **convergent** rule-checks (a legal poker action) or **open-reflective** moments (how the learner felt). Never treat a skill beat as "any response passes".
- **Delivery form** — the dominant form is **performance** (doing the target action well inside the interaction): empathise then ask, state a boundary, make and defend a decision, negotiate, answer an interview probe. A beat may instead be an **artifact** (the learner hands in something written — e.g. "write them a letter") or an explicit **decision**. Forcing a performance beat into a written form or a quiz is a defect.
## Requested scenario (source of truth for topic fidelity)
- **Topic**: {{topic}}
- **Description**: {{description}}
- **Target skills**: {{targetSkills}}
- **Proficiency tier**: {{proficiency}}
## Generated scenario (JSON)
The project carries a top-level `scenario` block (setting / rules / learnerRole / characters) and milestones tagged `scenarioStage` (`prep` → `roleplay`×1..N → `wrapup`). Roleplay microtasks are beats carrying `successWhen` / `characterObjective` / `skillFocus` / `learnerBrief` / `narration`.
{{project}}
## What is learner-visible vs private (read before judging spoilers / channels)
- **Learner-visible** (the learner reads these — spoilers here are S4): `setting`, `rules`, `learnerRole`, each character's `name` / `persona` / `situation` / `openingLine`, the prep `briefing`, and each roleplay beat's `description` / `learnerBrief` / `narration`.
- **Private by design** (NEVER shown to the learner, never narrated, never spoken): a beat's `characterObjective`. This is the **intended hiding place** for a fact the learner must uncover. A hidden cause / secret / opponent's cards living in `characterObjective` is CORRECT design, NOT a spoiler — do not flag S4 for it.
- `successWhen` is the **advance gate** — the observable in-scene action that lets the beat progress. It is NOT required to embed the full grading rubric; HOW WELL the action was done is judged separately at runtime against the scenario's criteria. Do not flag S3 merely because `successWhen` names the action without spelling out a quality bar.
- The authored `briefing` / `debrief` are design-time scripts; at runtime the debrief is grounded in the learner's actual performance. A pre-written debrief that reads as if the learner did well is a normal placeholder, not a defect — judge closure on whether the wrapup is SHAPED to deliver specific performance-based feedback, not on the placeholder wording.
## Quality standards — score each 1-5 (1 = poor, 3 = acceptable, 5 = excellent)
1. **projectNotLecture** — Is the scenario LIVED, not lectured? Prep teaches the premise; the roleplay stages are genuine in-character doing, not a disguised Q&A about the topic. (low: "beats" that are really quiz questions or the character explaining concepts)
2. **taskEvaluability** — Does every roleplay beat carry a concrete, OBSERVABLE `successWhen` — a real in-scene action/decision the learner must say or do — judged by the scenario's criteria? (low: missing `successWhen`, or one that amounts to "they chatted")
3. **typeFit** — Does each beat use the right delivery form for the situation (performance / decision / artifact), matching how the real situation actually plays out? (low: a conversation flattened into a form or quiz; a written deliverable demanded where a spoken exchange is the point)
4. **granularity** — 2-4 meaningful beats per roleplay stage; each a substantive unit, not a trivial step or a bloated mega-beat. (low: one-line filler beats, or a single giant stage that should be split by round/phase)
5. **coherence (dramatic arc)** — Do the beats interlock into an arc (hook → rising stakes → turning point/decision → resolution) and accumulate, rather than a flat reorderable checklist? (low: floating, order-independent beats)
6. **topicFidelity** — Does it stay strictly on the requested scenario, no drift/substitution? (low: swapped for a generic "common" roleplay)
7. **singleConcreteOutcome** — Does the scenario resolve to ONE nameable endpoint (a decision made and defended, a negotiation closed, an interview completed, a friend supported) that the wrapup reflects on? (low: it just stops mid-scene)
8. **difficultyProgressionAndFit** — Do stakes/complexity rise across beats and match the proficiency tier (how much prep/hints scaffold)? (low: flat tension, tier mismatch, or a brutal opening beat)
9. **learnerAgency** — Is the scenario FREE-FIRST (the learner always types their own response), never a planted "correct line" that overrules the learner? (low: rigid branching, or a single scripted right answer)
10. **authenticWorkflow** — Does the flow resemble how this real situation actually unfolds, so the skill transfers beyond the exercise? (low: an artificial school-only sequence)
11. **stageIntegrity** — Is the skeleton exactly prep → roleplay(s) → wrapup with each stage's briefing/debrief matching its beats? Prep is understanding-only (one task, gates nothing); learner-visible text has NO spoilers; channels stay separate (scene facts → narration, rule-teaching → prep Instructor, coaching → beat `hints`, character speaks only in-world). (low: gating prep, spoilers up front, character written as a coach, contradictory scripts)
12. **closureAndConsolidation** — Does wrapup land the arc with light, specific feedback grounded in the learner's actual performance (highlights + one improvement)? (low: an empty congratulation, or the scene cut off with no wrapup)
## Red lines — list every code that is VIOLATED (a single violation means the design fails and must be fixed)
Shared design red lines:
- **B1** forward dependency: a beat needs the result of a later beat.
- **B2** prerequisite gap: a beat assumes context no prior stage/prep established.
- **B3** floating beat: beats can be reordered freely, no arc, no accumulation.
- **B5** mega-beat: one beat bundles several unrelated in-scene goals.
- **B6** trivial fragmentation: a single exchange split into too many micro-beats.
- **B7** redundant stage: roleplay stages that do the same thing or are pure filler.
- **B8** no terminal outcome: the scenario never converges on any nameable endpoint.
- **B9** invisible lecture: "beats" are really a Q&A / concept review, not in-character doing.
- **B11** topic substitution: requested scenario replaced by a generic teaching scenario.
- **B16** scope explosion: too many stages/beats to finish in one focused sitting (≈15-45 min).
Scenario-specific red lines (the ones that matter most here):
- **S1** wrong skeleton: not exactly prep → roleplay(s) → wrapup, or `coreConcept` set on any scenario stage.
- **S2** prep gates or guesses: prep has a do-before-advance task, has more than one microtask, or asks the learner to guess/invent the premise instead of being told it. (A prep `completionCriteria` that just says "you've read the background" is NOT a gate — prep is allowed its briefing/completionCriteria text.)
- **S3** missing/empty beat success — **ROLEPLAY beats only**: a roleplay beat lacks a `successWhen`, or its `successWhen` names no observable in-scene action (it is literally "they chatted / discussed"). A `successWhen` that names a concrete action without spelling out the quality bar is FINE (quality is judged separately). Prep and wrapup correctly have NO `successWhen` — never flag S3 for them.
- **S4** spoiler — **learner-visible fields only** (`setting` / `rules` / `learnerRole` / a character's `persona` / `situation` / `openingLine` / prep `briefing` / a beat's `description` / `learnerBrief` / `narration`): one of these reveals a fact meant to be uncovered later, or pre-states a later beat's situation. A hidden fact placed in the private `characterObjective` is CORRECT and is NOT S4.
- **S5** character-as-coach / channel bleed: a character is written to coach the LEARNER — grade them, ask them to justify their reasoning, give strategy/meta hints, narrate the scene, or say "your turn". An in-world evaluative motive (an interviewer privately assessing the candidate, an opponent reading the table) is the character's legitimate drive and is NOT S5; the violation is meta-talk aimed at the learner. A character implying it can see hidden info it shouldn't (e.g. the learner's hole cards) is S5.
- **S6** missing rules: a rule-based scenario (game / interview / debate / structured negotiation) omits the concrete `rules` the Instructor needs to teach the premise in prep.
- **S7** flattened performance: a beat that should be a live spoken exchange is forced into a written artifact or a quiz with no in-scene reason (delivery-form mismatch).
- **S8** false branching / overruled agency: a planted "correct" line or rigid branch overrides the learner's own free response.
## Output
Output **exactly one JSON object** and nothing else (no prose, no code fences):
{
"scores": {
"projectNotLecture": <1-5>,
"taskEvaluability": <1-5>,
"typeFit": <1-5>,
"granularity": <1-5>,
"coherence": <1-5>,
"topicFidelity": <1-5>,
"singleConcreteOutcome": <1-5>,
"difficultyProgressionAndFit": <1-5>,
"learnerAgency": <1-5>,
"authenticWorkflow": <1-5>,
"stageIntegrity": <1-5>,
"closureAndConsolidation": <1-5>
},
"redLines": ["S3", "S4"],
"overall": <1-5>,
"rationale": "<2-3 sentences: the overall judgement, the single biggest weakness, and any red line and why>"
}
`redLines` may contain B-codes and S-codes; set it to [] when none are violated. "overall" is your holistic ship/no-ship judgement; any red line should pull it down hard.