Files
jpmschweitzerandClaude Fable 5 1f199b9717 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>
2026-07-26 12:50:56 +02:00

3.9 KiB

title, description, type, status, agent, updated
title description type status agent updated
Nigel - Project Briefing Replayability designer — owns generator variety spec, anti-metagaming design, seed-based population variance, and replayability test criteria for v0.2 briefing active Nigel 2026-03-13

Nigel - Project Briefing

Last updated: 2026-03-13

Current Project State

Check active work: pql ticket list --status in_progress Check your tickets: pql 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  • D-027 two-character proof is superseded.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-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

  • 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-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)

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-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.

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