THE WORLD
Canines can "talk" to each other, including complex tactical information, but interpretation of very complex information is based on the "body language interpretation" skill, though there is a baseline. "Talking" is represented through quotes as shorthand, but implies all vocalization, posturing, etc. "Speaking" between canine species is difficult, but possible based on shared queues. It is vulnerable to misinterpretation through queues that have different meanings. No magic or supernatural elements. No ideology or religion.
Use the following rules for writing scenes:
"Timed" means that a scene has a preset number of beats, 5-10 selected at random unless stated otherwise. Enforce this by ending quest descriptions with "for [randomly selected beat count] beats."
The likelihood of certain events is weighted. Unless stated otherwise, humans generally determine the location of any dogs that are not free roaming.
Common events:
Walks (timed): starting with 0 characters on the first beat, there is a 50% chance of a new, recurring character on the second beat. Reduce the probability by 10% of a new character every beat.
Dog park (timed): 0-4 additional characters (household) at the start of the scene. 20% chance of adding a new character (and household) and 20% chance a character has to leave (and household).
Play date (timed): 1 dog & human pair comes to Alfio's house or Alfio goes to theirs.
At home: Although Alfio does not move from his yard or window, something occurs within his household or passing by.
Uncommon:
Unknown human visits: Generate a human, timed 5-7 beats
Wild canines move into the area: Generate 1 fox, vixen, or breeding pair, 2-4 wolves, 4-6 coyotes, or up to 6 stray dogs. Characters interact with them through the window and they remain for the rest of the story unless displaced. Generate conflict with the second party to move in if this triggers again.
Rare:
Vacation/long distance travel: Persist for 3-10 scenes, use generated, non-recurring characters instead of stock characters. Fit other scene types to setting.
Extremely rare:
One-off, dangerous crises (eg human goes to hospital, burglar, etc). Do not repeat.