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>
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@@ -24,8 +24,8 @@ The replayability frame shifts from "same conspiracy, different character lens"
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**What survives:**
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- Variable entanglement rate per seed (D-029) — the principle is unchanged; the triangles are economic and social rather than investigation-intrigue
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- Generator variety design (D-136): both structural and cosmetic variety at different scales. Same design problem, generator context.
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- "No skill ceiling in v0.2" (D-137) — skill progression open-ended, not ladder-gated
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- Generator variety design (D-137): both structural and cosmetic variety at different scales. Same design problem, generator context.
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- "No skill ceiling in v0.2" (D-120) — skill progression open-ended, not ladder-gated
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- Emergent narrative as primary replayability mechanism (D-127)
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## Decisions Relevant to Your Role
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@@ -42,8 +42,8 @@ The replayability frame shifts from "same conspiracy, different character lens"
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- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
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- D-122: All NPCs generated
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- D-127: Player choices are the content — Rimworld model
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- D-136: Both structural and cosmetic generator variety at different scales
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- D-137: No skill ceiling in v0.2
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- D-137: Both structural and cosmetic generator variety at different scales
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- D-120: No skill ceiling in v0.2
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## Open Questions Assigned to You
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- Q-010: Storyteller AI architecture (co-lead with Gestalt)
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@@ -52,7 +52,7 @@ The replayability frame shifts from "same conspiracy, different character lens"
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Consult `docs/sprints/` for active sprint briefing.
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### v0.2 replayability design:
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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.
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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.
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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.
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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?
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4. **Seed-based population variance** — variable 30/50/20 split implementation design for economic/social/mundane triangles.
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