docs(decisions): file 6 D-records and 10 Q-records from workshop backlog
D-087 through D-092: v0.1 triangle config, 3-state pause, self-contained forks, PC voice registers, complicity as theme, anchor line requirement. Q-030 through Q-039: long-term strategy questions from wiki-review R4 (seed schema, generator pipeline, Sacred/Profane, 300-world estimates). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
+4
-4
@@ -10,12 +10,12 @@ Cross-domain decisions live in one file with cross-reference notes in related fi
|
||||
|
||||
| File | Domain | Decisions |
|
||||
|------|--------|-----------|
|
||||
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085 |
|
||||
| [architecture.md](architecture.md) | Technical foundation | D-008, D-009, D-010, D-012, D-020, D-026, D-030, D-031, D-041, D-042, D-054, D-055, D-066, D-068, D-073, D-085, D-088 |
|
||||
| [perception.md](perception.md) | Player observation | D-011, D-015, D-016, D-017, D-018, D-019, D-033, D-035, D-043, D-044, D-045, D-046, D-047, D-048, D-049, D-052, D-056, D-057, D-058, D-059, D-060, D-061, D-067, D-069, D-070, D-071, D-072, D-076, D-077, D-078, D-086 |
|
||||
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084 |
|
||||
| [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065 |
|
||||
| [content.md](content.md) | NPC, dialogue, templates | D-023, D-024, D-025, D-028, D-029, D-032, D-034, D-035, D-036, D-037, D-050, D-062, D-063, D-064, D-074, D-075, D-084, D-090, D-092 |
|
||||
| [scope.md](scope.md) | Game concept, prototype | D-001, D-003, D-005, D-006, D-007, D-013, D-014, D-027, D-038, D-039, D-051, D-053, D-065, D-087, D-089, D-091 |
|
||||
| [process.md](process.md) | Team, workflow | D-004, D-021, D-022, D-040 |
|
||||
| [questions.md](questions.md) | Open questions | Q-001 through Q-029 |
|
||||
| [questions.md](questions.md) | Open questions | Q-001 through Q-039 |
|
||||
| [rejected.md](rejected.md) | Rejected alternatives | R-001 through R-010 |
|
||||
|
||||
## Querying Decisions
|
||||
|
||||
@@ -223,6 +223,15 @@ Technical foundation decisions that constrain implementation: engine, client-ser
|
||||
- **Raised by:** Team Leader (Jeroen)
|
||||
- **Dissent:** None
|
||||
|
||||
### D-088: 3-state pause system — Normal/Overlay/Paused, server-authoritative
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** Simulation runs at three speed states: Normal (100% tick rate), Overlay (50% — active during knowledge panel, dialogue, map view), Paused (0% — full pause via Esc). Server is authoritative: client sends pause requests, server sets `sim_speed` field in ObserverSnapshot. Client reads `sim_speed` and adjusts presentation. No client-side tick manipulation.
|
||||
- **Rationale:** Server-authoritative speed states preserve D-010 principle 4 (deterministic simulation). Client cannot modify simulation state directly. Overlay mode at 50% ensures UI interactions do not require a hard pause while still giving the player time to read and decide.
|
||||
- **Raised by:** Tyre, Dudley
|
||||
- **Dissent:** None
|
||||
- **Source:** v0.1 Content Scoping Workshop, closing round resolution
|
||||
- **Cross-reference:** D-031 (time system), D-020 (client-server architecture)
|
||||
|
||||
---
|
||||
|
||||
*17 decisions. Last updated: 2026-02-25*
|
||||
*18 decisions. Last updated: 2026-02-12 (D-088 added — retroactive filing from v0.1 Content Scoping Workshop)*
|
||||
|
||||
+22
-1
@@ -204,6 +204,27 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
|
||||
- **Raised by:** Gestalt (Sprint 18, #544). Endorsed by Tyre pending implementation review.
|
||||
- **Dissent:** None.
|
||||
|
||||
### D-090: PC voice registers — smuggler and detective speech patterns
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** Each playable character has a defined voice register for monologue and dialogue:
|
||||
- **Smuggler:** Feeling-first. Sentence fragments. Concrete/physical vocabulary. Notices bodies, spaces, exits. Emotional baseline: wary comfort. Lies by omission. Relationship to authority: avoidance.
|
||||
- **Detective:** Analysis-first. Complete sentences. Institutional vocabulary. Notices patterns, inconsistencies, procedural gaps. Emotional baseline: professional detachment. Lies by reframing. Relationship to authority: representative.
|
||||
These registers govern all authored content per character (monologue pools per D-032, dialogue access per D-028).
|
||||
- **Rationale:** Register differences must be architectural, not incidental. Without defined registers, authors default toward a single generic voice and the dual-lens effect (D-027 criterion 2) collapses. The registers encode the characters' relationships to the world, not just vocabulary preferences.
|
||||
- **Raised by:** Mellanie, Paula
|
||||
- **Dissent:** None
|
||||
- **Source:** v0.1 Content Scoping Workshop, Mellanie Round 2 synthesis
|
||||
- **Cross-reference:** D-032 (separate monologue pools), D-034 (THE FRIEND pattern)
|
||||
|
||||
### D-092: Anchor line requirement in NPC style guide
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** Every NPC at Tier 1 and Tier 2 depth must have anchor lines — signature phrases or verbal tics that make them instantly recognizable in text. Requirements: Tier 1 NPCs (THE FRIEND, key triangle members): minimum 2 anchor lines per arc phase. Tier 2 NPCs (triangle periphery): minimum 1 anchor line. Tier 3 NPCs (background): no anchor requirement, generic pool lines only. Anchor lines must be authored, never generated.
|
||||
- **Rationale:** Anchor lines create the "I know that voice" moment on repeat encounters. Generation cannot produce this — generated lines are statistically average, not distinctively characteristic. The generation expansion pass (D-028) fills volume; anchor lines create identity.
|
||||
- **Raised by:** Mellanie
|
||||
- **Dissent:** None
|
||||
- **Source:** Wiki Review Workshop, Mellanie Round 2 proposal, consensus C-19
|
||||
- **Cross-reference:** D-034 (THE FRIEND pattern), D-028 (dialogue architecture), D-023 (three-tier content model)
|
||||
|
||||
---
|
||||
|
||||
*17 decisions. Last updated: 2026-02-25 (D-084 added — Q-028 resolution)*
|
||||
*19 decisions. Last updated: 2026-02-12 (D-090, D-092 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)*
|
||||
|
||||
+61
-1
@@ -182,6 +182,66 @@ Tracked questions awaiting discussion or resolution.
|
||||
- **Assigned to:** Tyre, Dudley
|
||||
- **Source:** Team Leader directive (Sprint 19 planning)
|
||||
|
||||
### Q-030: Seed configuration schema
|
||||
- **Status:** Open
|
||||
- **Question:** What artifact records all randomizer decisions at game start? The wiki-review workshop proposed a `seed-state.yaml` capturing: world seed, character selection, pool draws (Tier 1 modules, FRIEND selection, contraband variant), template assignments, NPC trait rolls, triangle configurations, and entanglement pattern. Ticket #394 (seed configuration schema design) exists but the design is open.
|
||||
- **Assigned to:** Tyre, Gestalt
|
||||
- **Source:** Wiki Review Workshop + v0.1 Content Scoping Workshop
|
||||
|
||||
### Q-031: Combined content style guide
|
||||
- **Status:** Open
|
||||
- **Question:** Should the project have a single combined content style guide merging Paula's tier templates, Mellanie's voice conventions, Gestalt's mechanical constraints, and Miri's regional guide? The wiki-review workshop proposed this as a deliverable but it was never authored. What format, who owns it, and does it block content authoring?
|
||||
- **Assigned to:** Mellanie, Paula
|
||||
- **Source:** Wiki Review Workshop R2
|
||||
|
||||
### Q-032: Cultural ingredients menu
|
||||
- **Status:** Open
|
||||
- **Question:** Should world generation use a 6-category cultural ingredients menu (Heritage Roots, Settlement Motivation, Economic Function, Philosophical Alignment, Corporate/Faction Presence, Drift Stage) where each culture is composed by selecting from ingredient lists? The lead approved the "ingredients menu" model over fixed cultural taxonomies. Full specification needed: category definitions, ingredient lists per category, composition rules, absence-as-signal mechanics.
|
||||
- **Assigned to:** Miri, Gestalt
|
||||
- **Source:** Wiki Review Workshop R4, lead interview
|
||||
|
||||
### Q-033: Three-system NPC architecture
|
||||
- **Status:** Open
|
||||
- **Question:** Should NPCs be formally composed from 9 thematic patterns (FRIEND, MIRROR, ANCHOR, GHOST, CATALYST, THRESHOLD, REMNANT, SYSTEM, NOBODY) x 6 functional motivations (HANDLER, WITNESS, TURNCOAT, CIVILIAN, OPERATOR, SKEPTIC)? D-024 defines 10 axes + combat but predates this refined system. The wiki-review workshop produced a full composition matrix with drama ratings and forbidden combinations. Does this supersede D-024 or extend it?
|
||||
- **Assigned to:** Gestalt, Paula
|
||||
- **Source:** Wiki Review Workshop R4
|
||||
|
||||
### Q-034: PC archetypes
|
||||
- **Status:** Open
|
||||
- **Question:** Should the full game support 8 fluid PC archetypes (Smuggler, Detective, Engineer, Diplomat, Medic, Scholar, Soldier, Merchant) with transition mechanics where archetype shifts during play based on player behavior? The lead approved 8 archetypes with fluid transitions as a game mechanic. v0.1 ships smuggler + detective only (D-027). Full archetype spec, transition triggers, and "vulnerable window" mechanics are undesigned. NOTE: The character-creation-game-setup workshop (Q-011) will address this — coordinate.
|
||||
- **Assigned to:** Nigel, Gestalt
|
||||
- **Source:** Wiki Review Workshop R4, lead interview
|
||||
|
||||
### Q-035: Sacred/Profane/Middle Kingdom framework
|
||||
- **Status:** Open
|
||||
- **Question:** Should all game systems map to a Sacred/Profane/Middle Kingdom architectural framework? The lead approved this model where Sacred = what the system protects, Profane = what threatens it, Middle Kingdom = where the player navigates. The wiki-review workshop produced a full mapping table covering information, social, economic, spatial, temporal, and narrative systems. Needs formal specification and validation against current architecture.
|
||||
- **Assigned to:** Gore, Gestalt
|
||||
- **Source:** Wiki Review Workshop R4, lead interview
|
||||
|
||||
### Q-036: District skeleton as generator output
|
||||
- **Status:** Open
|
||||
- **Question:** For the 300-world model, should the district skeleton (social sites, NPC slots, triangle templates, economic function, access topology) be the atomic output unit of the world generator? D-025 defines social sites as the atomic template unit for hand-authoring. The generator model reframes the district as a composed output from ingredient inputs. How does this interact with D-025?
|
||||
- **Assigned to:** Tyre, Gestalt
|
||||
- **Source:** Wiki Review Workshop R4
|
||||
|
||||
### Q-037: Generator development pipeline
|
||||
- **Status:** Open
|
||||
- **Question:** Should content production follow a 6-phase generator pipeline (Ingredient Authoring, Template Authoring, Generator Development, Validation Development, Generation + Review, Hand-Elevation)? The wiki-review workshop proposed this as the production model for 300 worlds. SI mapped a release path (v0.1 hand-authored, v0.2-0.5 template expansion, v0.6-0.10 generator development, pre-v1.0 validation). Needs scope assessment and sprint planning integration.
|
||||
- **Assigned to:** SI, Tyre
|
||||
- **Source:** Wiki Review Workshop R4
|
||||
|
||||
### Q-038: Authored content estimate at 300-world scale
|
||||
- **Status:** Open
|
||||
- **Question:** What is the irreducible authored content volume for 300 worlds? The wiki-review workshop estimated ~1,600-2,800 hours of hand-authoring for generator inputs (ingredient definitions, template specifications, validation rules, hand-elevation passes). How does this compare to the 20-district hand-authoring model it replaced? Is this estimate still valid given subsequent architectural decisions?
|
||||
- **Assigned to:** Mellanie, SI
|
||||
- **Source:** Wiki Review Workshop R4
|
||||
|
||||
### Q-039: Gate topology generation
|
||||
- **Status:** Open
|
||||
- **Question:** How should the world generator produce gate (wormhole) network topology for 300 worlds? The wiki-review workshop proposed: gate connectivity = Sacred (what connects), which worlds connect = Profane (what separates), accessible world count = Middle Kingdom (where the player navigates). Small-world network properties, hub-and-spoke vs mesh topology, and Sacred/Profane constraints on gate placement are all unresolved. D-012 covers chunk-based map architecture but predates the 300-world model.
|
||||
- **Assigned to:** Tyre, Nigel
|
||||
- **Source:** Wiki Review Workshop R4
|
||||
|
||||
---
|
||||
|
||||
*29 questions (7 resolved, 1 partially resolved, 21 open). Last updated: 2026-02-25 (Q-029 added)*
|
||||
*39 questions (7 resolved, 1 partially resolved, 31 open). Last updated: 2026-02-25 (Q-030 through Q-039 added — retroactive filings from Wiki Review Workshop and v0.1 Content Scoping Workshop)*
|
||||
|
||||
+28
-1
@@ -178,6 +178,33 @@ What we're building: game concept, design pillars, prototype definition, map spe
|
||||
- **Raised by:** Lead (smuggler needs inventory), Paula (three items + presentation split), Gestalt (knowledge-primary framework), Tyre (minimal implementation: SmallVec<3>), Dudley (server model: BTreeMap + info boundary)
|
||||
- **Dissent:** Tyre initially argued zero physical items in v0.1 (saves 3-4 sprints). Adapted with minimal implementation after lead directive.
|
||||
|
||||
### D-087: v0.1 triangle configuration — 3 active forks, 2 passive tensions
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** v0.1 vertical slice uses 5 relationship triangles. Three are active forks (T1: Kael-Smuggler-Ring, T2: Sera-Detective-Commission, T4: Drin-System-Ring) with branching outcomes driven by player observation. Two are passive tensions (T3: Naia-Kael-Hael, T5: Worried Partner background) that provide atmosphere and secondary discovery paths. Active forks require authored content per branch. Passive tensions are system-driven.
|
||||
- **Rationale:** Three active forks are within v0.1 content authoring capacity. Passive tensions require no branching content — they enrich discovery space without multiplying authored lines.
|
||||
- **Raised by:** Gestalt, Paula
|
||||
- **Dissent:** None
|
||||
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
|
||||
- **Cross-reference:** D-027 (vertical slice), D-034 (THE FRIEND pattern)
|
||||
|
||||
### D-089: Self-contained triangle forks for v0.1, no cross-triangle cascade
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** In v0.1, each triangle fork resolves independently. No triangle outcome triggers escalation in another triangle. Cross-triangle cascade (storyteller-managed, where resolving T1 affects T2 pressure) is deferred to v0.2+. This keeps v0.1 content authoring manageable — each triangle is a self-contained narrative unit.
|
||||
- **Rationale:** Cross-triangle cascade requires the storyteller to track inter-triangle state and authors to write contingent branches. Both are out of scope for v0.1. Self-contained triangles can be authored, tested, and validated independently.
|
||||
- **Raised by:** Paula, Gestalt
|
||||
- **Dissent:** None
|
||||
- **Source:** v0.1 Content Scoping Workshop, Round 2 synthesis
|
||||
- **Cross-reference:** D-087 (triangle configuration), D-027 (vertical slice)
|
||||
|
||||
### D-091: Complicity as named thematic core
|
||||
- **Date:** 2026-02-12
|
||||
- **Decision:** The game's thematic identity is complicity — not conspiracy, not detection, not information asymmetry (which is the mechanical core per D-007). The player becomes complicit through observation: seeing something means choosing whether to act on it. The smuggler is complicit in the ring's operations. The detective is complicit in the institution's blindness. Both discover they are already entangled before they choose to be. This framing governs narrative design, wow moment emotional targets (D-039), and the Divergence Reveal (D-027 criterion 4).
|
||||
- **Rationale:** "Complicity" names the emotional experience that information asymmetry produces. It distinguishes this game from pure detective games (you uncover truth) and pure action games (you do things). Here: you watch, and the watching implicates you.
|
||||
- **Raised by:** Gore
|
||||
- **Dissent:** None
|
||||
- **Source:** Wiki Review Workshop, Gore Round 2 proposal, confirmed by lead interview
|
||||
- **Cross-reference:** D-007 (five pillars), D-039 (wow moments), D-027 (vertical slice)
|
||||
|
||||
---
|
||||
|
||||
*14 decisions (12 active, 2 superseded). Last updated: 2026-02-13*
|
||||
*17 decisions (15 active, 2 superseded). Last updated: 2026-02-12 (D-087, D-089, D-091 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)*
|
||||
|
||||
Reference in New Issue
Block a user