Files
settled-reach/docs/briefings/gore.md
T
jpmschweitzerandClaude Opus 4.6 5bb7ded841 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>
2026-02-10 23:58:20 +01:00

2.2 KiB

Gore - Project Briefing

Last updated: 2026-02-10

Current Project State

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).

Decisions Relevant to Your Role

  • D-005: Core concept - ascension as transformative character progression
  • D-007: Five pillars - thematic foundations supporting ascension narrative
  • D-008: Action pillar - scales with ascension level, hubris wall as ascension check
  • D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Thematic Architecture)

  • D-023: Life-sim as thematic ground floor - Your insight: life-sim substrate IS the thematic spine. "Is this enough?" requires honest counterweight. Quiet life must feel genuinely good, not empty. Conspiracies are weather.
  • D-024: Contentment axis - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living?
  • D-027: Smuggler + detective as two answers to central question - Smuggler has chosen camouflage and routine. Detective has chosen pursuit and purpose. Both face "is this enough?" differently.
  • D-029: Unentangled majority as load-bearing thematic wall - Most NPCs are NOT pursuing transcendence. They've settled. That choice must feel valid, not cowardly.

Open Questions Assigned to You

  • Q-004: One campaign or eras? (co-lead with Miri)
  • Q-009: Time system design (co-lead with Gestalt)

Current Priorities

Ensure vertical slice thematic spine is sound (both characters face "is this enough?"). Contentment axis implementation in NPC generation. Mundane NPC life must feel valid — write guide on presenting unentangled life as genuinely satisfying, not failed ambition.

Future flag: Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open.

Key Documents

  • DECISIONS.md - all confirmed decisions
  • DISCUSSION.md - active discussion round
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster