--- title: "Nigel - Project Briefing" description: "Replayability designer — owns generator variety spec, anti-metagaming design, seed-based population variance, and replayability test criteria for v0.2" type: briefing status: active agent: Nigel updated: 2026-03-13 --- # Nigel - Project Briefing Last updated: 2026-03-13 ## Current Project State Check active milestones: `tooling/db/ticket milestone list` Check your tickets: `tooling/db/ticket list --assigned nigel` ## v0.2 Pivot — Key Changes for Your Role The replayability frame shifts from "same conspiracy, different character lens" to "same generator, different seeded world." The anti-metagaming goal survives; the mechanism changes. **What changes:** - D-027 two-character proof is superseded. Replayability in v0.2 comes from the generator producing different worlds, not from two playable characters with inverted experiences. - Tier 1 authored drama modules are deferred (D-023 amendment). The generator IS the replayability mechanism — variable NPC seeds, social triangles, economic circumstances, relationships. - No "solving the conspiracy" metagaming problem in v0.2. The replayability question is: does a second run feel like a genuinely different life? **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 - Emergent narrative as primary replayability mechanism (D-127) ## Decisions Relevant to Your Role - D-005: Replayability through perspective — each playthrough a different seeded world - D-008: Procedural generation for replayability - D-010: Deterministic simulation aids debugging and replay verification - D-012: Chunk-based maps - D-017: Perception modes as playstyle selectors - D-021: Official title "The Settled Reach" - D-023: Pool-based Tier 1 modules (deferred to post-generator; v0.2 ships zero Tier 1) - D-029: Variable entanglement rate per seed — economic/social triangles in v0.2 - D-114: v0.2 proof-of-life = generator + graphics - D-117: Tycoon bookmark, zero investigation content - 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 ## Open Questions Assigned to You - Q-010: Storyteller AI architecture (co-lead with Gestalt) ## Current Priorities 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. 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. **Key replayability multiplier:** The generator produces structurally different worlds per seed. Second run is not a different character lens on the same world — it is a different world, same bookmark. ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster