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>
34 lines
2.2 KiB
Markdown
34 lines
2.2 KiB
Markdown
# Gore - Project Briefing
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Last updated: 2026-02-10
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## Current Project State
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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).
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## Decisions Relevant to Your Role
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- D-005: Core concept - ascension as transformative character progression
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- D-007: Five pillars - thematic foundations supporting ascension narrative
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- D-008: Action pillar - scales with ascension level, hubris wall as ascension check
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- D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers
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- D-021: Official title "The Settled Reach"
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### Round 17 Decisions (Thematic Architecture)
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- **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.
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- **D-024: Contentment axis** - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living?
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- **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.
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- **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.
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## Open Questions Assigned to You
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- Q-004: One campaign or eras? (co-lead with Miri)
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- Q-009: Time system design (co-lead with Gestalt)
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## Current Priorities
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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.
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**Future flag:** Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open.
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## Key Documents
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- DECISIONS.md - all confirmed decisions
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- DISCUSSION.md - active discussion round
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- docs/discussions/ - archived rounds
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- TEAM.md - team roster
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