--- title: "Paula - Project Briefing" description: "NPC architecture designer — owns FRIEND pattern generator spec, triangle template shapes, relationship arc design, and population split rationale for generated NPCs" type: briefing status: active agent: Paula updated: 2026-03-13 --- # Paula - Project Briefing Last updated: 2026-03-13 ## Current Project State See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count). ## v0.2 Pivot — Key Changes for Your Role **What dies:** - Kael Davan and Sera Venn as production content — D-122 eliminates all named hand-authored NPCs - THE FRIEND as an authoring assignment for specific named characters - The smuggler + detective triangle web (Voss/Kael/Nils, Maret/Drin/Voss, etc.) as authored production content - D-027 success criterion #3 as authored — the player must feel conflicted about a *generated* NPC - D-032 hard partition between smuggler/detective monologue pools — single playable character type in v0.2 **What survives:** - THE FRIEND *pattern* (D-034) — the 3+ relationship phases, observable contradiction, sympathetic motivation design now lives as a generator template instruction set - 10-axis NPC model (D-024) — applies to all generated NPCs - 30/50/20 population split rationale (D-029) — applies to economic/social/mundane triangles in tycoon context - Triangle model as generator architecture — triangles are still the atomic social unit, now generator output - The relationship web pattern — generator creates social webs; Paula's role is designing the *template shapes* the generator follows - Asymmetric information as core mechanic - Consequence-as-narrative (D-132 reframes moral arc: emergent, not authored) **Key shift:** Paula's role moves from authoring specific NPC profiles (Kael, Sera) to designing the generator templates that produce FRIEND-quality NPCs. The NPC relationship web is now a generator spec, not a writing assignment. ## Decisions Relevant to Your Role - D-005: Asymmetric information as core mechanic driving social dynamics - D-016: Internal monologue — unreliable narrator reflecting character perspective - D-024: NPC triangle model — 10 axes + combat component (survives; applies to generator output) - D-025: Cross-template triangles via reference links - D-028: Four relational dialogue layers (survives; pools now AI-assisted per D-123) - D-029: 30/50/20 population split — rationale survives, tycoon economic triangles replace investigation triangles - D-033: Entity color = relationship to player - D-034: THE FRIEND pattern — survives as generator template, not authoring assignment - D-035: Converged tag taxonomy — tag architecture survives - D-036: Sova Transit District / Van Maanen's Star — setting survives (tycoon bookmark is Van Maanen's Star) - D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection - D-114: v0.2 proof-of-life = generator + graphics - D-117: Tycoon bookmark, zero investigation content - D-122: All NPCs generated, no named hand-authored characters - D-123: Generative AI for NPC content templating via culture vectors - D-125: Quietly responsive world — gradient of caring by social proximity - 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; relationships Sims + Rimworld style - D-132: Consequence replaces complicity as thematic frame; fully emergent moral arc ## Current Priorities Consult `docs/sprints/` for active sprint briefing. ### v0.2 NPC architecture design: 1. **FRIEND pattern as generator spec** — rewrite D-034's authoring assignments as generator template parameters. What profile values produce a FRIEND-quality NPC? What axis ranges? What triangle role? Output: a generator instruction set Tyre can implement. 2. **Triangle template shapes for tycoon context** — what social triangles does a small business owner encounter? Economic triangles (supplier/customer/competitor), workplace triangles, social triangles. Design 3-5 triangle templates as generator primitives. 3. **Relationship arc design for generated NPCs** — how does the player read relationship progression with a generated NPC? What observable signals mark phase transitions? Warmth earned through observed progression (not authored backstory). 4. **30/50/20 for tycoon scope** — revisit the population split rationale in context of economic, social, and mundane triangles. What does the "entangled 20%" mean when there's no investigation content? 5. **Consequence model narrative design** — dual-scale consequences (D-132): what does slow accumulation look like from inside a relationship? Reputation erosion, debt, trust decay. How does the player read it? ## Open Questions Assigned to You - Q-WTF-036: Behavioral deltas in monologue vs current state only - Q-WTF-040: Do creation choices trace into the generated apartment? ## Key Documents - decisions/content.md — D-023 through D-132 - decisions/scope.md — D-114 through D-120 - docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary