docs(briefings): update all agent briefings with Round 17 decisions
Add D-023 through D-029 context (content architecture, NPC generation, social sites, simulation tiers, vertical slice, dialogue, population ratios) to all 18 agent briefings. Core workshop participants get detailed action items; specialist/infrastructure agents get relevant implications. Mellanie activated from standby for content authoring. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# Nigel - Project Briefing
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Last updated: 2026-02-09
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Last updated: 2026-02-10
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## Current Project State
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Commonwealth game: top-down immersive sim, single-character first-person perspective, asymmetric information core mechanic, Rimworld-style storyteller. 19 confirmed decisions, 12 discussion rounds complete. Pre-implementation phase - engine selection (Q-001) is next priority.
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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- D-005: Replayability through perspective - each playthrough reveals different information
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@@ -10,12 +10,20 @@ Commonwealth game: top-down immersive sim, single-character first-person perspec
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- D-010: Deterministic simulation aids debugging and replay verification
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- D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
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- D-017: Perception modes as playstyle selectors - different builds see different games
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Replayability)
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- **D-023: Pool-based Tier 1 modules** - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
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- **D-027: Two-character proof** - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
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- **D-029: Variable entanglement rate per seed** - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.
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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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## Current Priorities
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Structural randomness design. Replayability verification of all new systems. Ensure every confirmed decision contributes to meaningful variance across playthroughs. Co-design storyteller AI with Gestalt.
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Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.
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**Key replayability multiplier:** Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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