Quest-driven RPGs, story-heavy adventures, systemic sims — each is built on a framework that defines what a quest is, what a dialogue node is, what an inventory slot is. Your content lives in those nouns, and a generation pipeline that cannot speak them stops one step short of useful.
The Forge sets stay framework-free so they can serve any project; the add-ons are where the framework knowledge lives. Each one binds a capability to one framework, properly — the authoring template that survives a recompile, the id scheme that makes a re-run safe, the write-back that lands on the right node.
Today that framework is Narrative Pro, the one our own game ships on — which is why these bridges are production-tested rather than demo-deep. The same conventions are public, so a bridge to your in-house framework is an ordinary plugin away.