fix(briefings): correct eleven decision-id mis-citations from the f4c72e148 pass (T-1199)

The 2026-03-13 'update all 18 briefings' commit transcribed a family of
adjacent-id slips while summarizing the Where's the Fun? workshop batch,
copied forward by every later maintenance pass: D-126<->D-134 swapped,
D-136 written as D-131, D-137 as D-136, D-130 as D-131, D-120 as D-137.
Fixed in gore/mellanie/ozzie/stig/nigel briefings; every correction
verified against the record's actual body (D-130's emergent-moral-arc
and D-120's no-skill-ceiling were resolved beyond the clerk's audit by
body-matching — the nigel D-137 fix would otherwise have created
contradictory citations in one file). Governance records untouched
(they were always correct); sprint archives verified already-correct.
Remaining 13 briefings from the same commit: T-1205.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-26 12:50:56 +02:00
co-authored by Claude Fable 5
parent 74e95148ae
commit 1f199b9717
7 changed files with 35 additions and 16 deletions
+2 -2
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@@ -20,7 +20,7 @@ The workshop confirmed and sharpened the thematic frame. "Is this enough?" survi
**What changes:**
- The thematic question is no longer framed through smuggler-vs-detective as "two answers." The tycoon IS the question: a small business owner in a mid-Reach system. Has this person settled? Is settling valid? Does the player make it more or settle deeper?
- Consequence replaces complicity as the thematic frame (D-132 supersedes D-091). The player's arc is not "did you help or hinder the conspiracy?" but "what did your choices produce and do you own them?"
- Fully emergent moral arc for v0.2 (D-131). No authored arc structure. The generator must prove relationships are readable before narrative depth is layered on.
- Fully emergent moral arc for v0.2 (D-130). No authored arc structure. The generator must prove relationships are readable before narrative depth is layered on.
**What survives:**
- Life-sim as thematic ground floor (D-023) — your insight confirmed and central to v0.2
@@ -41,7 +41,7 @@ The workshop confirmed and sharpened the thematic frame. "Is this enough?" survi
- D-117: Tycoon bookmark, zero investigation content
- D-122: All NPCs generated, no named hand-authored characters
- D-127: Player choices are the content — Rimworld model
- D-131: First Settled Reach moment = apartment + insert activation
- D-136: First Settled Reach moment = apartment + insert activation
- D-132: Consequence replaces complicity as thematic frame; fully emergent moral arc
## Open Questions Assigned to You
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@@ -49,8 +49,8 @@ The copy pipeline fundamentally shifts from hand-authoring specific NPC profiles
- D-122: All NPCs generated — NPC content via AI templating, not hand-authoring
- D-123: Generative AI for NPC content templating via culture vectors
- D-128: Culture implicit in starting location — Van Maanen's Star = Van Maanen's Star culture
- D-131: First Settled Reach moment = apartment + insert activation
- D-134: Groundhog Day alarm clock homage (first day only) — Mellanie writes the monologue
- D-136: First Settled Reach moment = apartment + insert activation
- D-126: Groundhog Day alarm clock homage (first day only) — Mellanie writes the monologue
## Current Priorities
Consult `docs/sprints/` for active sprint briefing.
@@ -59,7 +59,7 @@ Consult `docs/sprints/` for active sprint briefing.
1. **Culture-primary voice cards for Van Maanen's Star** — the primary pipeline deliverable. Blocked by Miri's culture profile. Once Miri delivers the Van Maanen's Star culture profile (D-128), Mellanie formalises it as a voice card: tone register, formality norms, emotional expression, verbal tics, what Van Maanen's Star people sound like under stress vs at ease. This feeds the AI content pipeline (D-123).
2. **Job-as-modifier voice spec** — how does being a small business owner modify the Van Maanen's Star base voice? What does a tycoon sound like vs a logistics worker vs a bar owner? Design the modifier layer (D-121).
3. **Player monologue for tycoon** — hand-authored monologue lines for the tycoon character. Voice, tone, what they notice, what they care about. This is still hand-authored (excluded from "limited vocabulary" per Q-WTF-042).
4. **Day 1 content** — alarm clock homage (D-134), insert activation moment (D-131). These are authored set-pieces.
4. **Day 1 content** — alarm clock homage (D-126), insert activation moment (D-136). These are authored set-pieces.
5. **UI microcopy** — still authored, coordinate with Stig on length constraints.
## Open Questions Assigned to You
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@@ -24,8 +24,8 @@ The replayability frame shifts from "same conspiracy, different character lens"
**What survives:**
- Variable entanglement rate per seed (D-029) — the principle is unchanged; the triangles are economic and social rather than investigation-intrigue
- Generator variety design (D-136): both structural and cosmetic variety at different scales. Same design problem, generator context.
- "No skill ceiling in v0.2" (D-137) — skill progression open-ended, not ladder-gated
- Generator variety design (D-137): both structural and cosmetic variety at different scales. Same design problem, generator context.
- "No skill ceiling in v0.2" (D-120) — skill progression open-ended, not ladder-gated
- Emergent narrative as primary replayability mechanism (D-127)
## Decisions Relevant to Your Role
@@ -42,8 +42,8 @@ The replayability frame shifts from "same conspiracy, different character lens"
- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
- D-122: All NPCs generated
- D-127: Player choices are the content — Rimworld model
- D-136: Both structural and cosmetic generator variety at different scales
- D-137: No skill ceiling in v0.2
- D-137: Both structural and cosmetic generator variety at different scales
- D-120: No skill ceiling in v0.2
## Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
@@ -52,7 +52,7 @@ The replayability frame shifts from "same conspiracy, different character lens"
Consult `docs/sprints/` for active sprint briefing.
### v0.2 replayability design:
1. **Generator variety spec** — structural and cosmetic variety at different scales (D-136). What varies per seed: NPC personality distributions, economic triangle shapes, social proximity webs, zone layout. Design the variety dimensions the generator must support.
1. **Generator variety spec** — structural and cosmetic variety at different scales (D-137). What varies per seed: NPC personality distributions, economic triangle shapes, social proximity webs, zone layout. Design the variety dimensions the generator must support.
2. **Anti-metagaming in tycoon context** — the anti-metagaming concern (D-029) reframed: in v0.2, what would "solving the game" look like? Knowing which NPC personality types to befriend? Optimal economic strategies? Design variety to prevent calibration.
3. **Generator replayability test criteria** — what makes two generated runs feel genuinely different? Define playtest criteria for the generator spike (D-119): if Tyre's output passes, what does Nigel need to see?
4. **Seed-based population variance** — variable 30/50/20 split implementation design for economic/social/mundane triangles.
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@@ -47,12 +47,12 @@ The workshop revealed a core framing error: the game was built as a detective pu
- D-117: Tycoon bookmark, zero investigation content
- D-122: All NPCs generated, no named hand-authored characters
- D-125: Quietly responsive world — gradient of caring by social proximity
- D-126: Full character customisation (hair, clothing, colours)
- D-134: Full character customisation (hair, clothing, colours)
- D-128: Culture implicit in starting location (Van Maanen's Star = Van Maanen's Star culture)
- D-129: Traits + observable behaviour as NPC personality surface
- D-131: First Settled Reach moment = apartment + insert activation
- D-136: First Settled Reach moment = apartment + insert activation
- D-132: Consequence model dual-scale (sharp events + slow accumulation)
- D-134: Groundhog Day alarm clock homage (first day only)
- D-126: Groundhog Day alarm clock homage (first day only)
## Current Priorities
Consult `docs/sprints/` for active sprint briefing.
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@@ -27,8 +27,8 @@ Read `decisions/perception.md` (primary) and `decisions/scope.md` (D-013). Key d
- **D-028:** Dialogue UI — four relational layers (access tiers, history, trust-gated, unprompted)
- **D-033:** Entity color = relationship to player — palette: unknown teal, friendly green, POI amber, hostile red, static grey. 0.5s transitions. Unchanged in v0.2.
- **D-117:** Tycoon bookmark — single character type in v0.2 (no smuggler/detective variants)
- **D-126:** Full character customisation (hair, clothing, colours) — new UI requirement
- **D-131:** First Settled Reach moment = apartment + insert activation — UI must support this moment
- **D-134:** Full character customisation (hair, clothing, colours) — new UI requirement
- **D-136:** First Settled Reach moment = apartment + insert activation — UI must support this moment
## What's Been Delivered (Sprints 1-4)
### Sprint 1 (Run): IPC bridge, player movement
@@ -40,7 +40,7 @@ Read `decisions/perception.md` (primary) and `decisions/scope.md` (D-013). Key d
Consult `docs/sprints/` for active sprint briefing.
### v0.2 client UI:
1. **Character customisation screen** — hair, clothing, colours (D-126). Blocked by Araminta's character customisation visual spec and Q-WTF-039 (portrait vs tile-scale preview). Once Araminta delivers the spec, implement.
1. **Character customisation screen** — hair, clothing, colours (D-134). Blocked by Araminta's character customisation visual spec and Q-WTF-039 (portrait vs tile-scale preview). Once Araminta delivers the spec, implement.
2. **Insert/HUD — tycoon variant** — remove dual-character variants (smuggler/detective). Single `lattice_profile` parameter. Coordinate with Araminta on tycoon insert wireframe.
3. **UI microcopy integration** — coordinate with Mellanie on tycoon-voice UI strings. YAML format, length constraints.
- File location: `content/campaigns/main/_meta/ui-strings.yaml` or `client/scripts/constants/ui_strings.gd`