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
+5 -5
View File
@@ -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.