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settled-reach/docs/briefings/miri.md
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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

2.6 KiB

Miri - 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 definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates.

Decisions Relevant to Your Role

  • D-005: Core concept - asymmetric information, single-character perspective, story generator
  • D-013: Diegetic insert system - canon basis for in-world UI and POI navigation
  • D-016: Internal monologue system - character voice, unreliable narrator potential
  • D-017: Perception modes - canon check, ensuring modes are lore-consistent
  • D-021: Official title "The Settled Reach" (repository remains "commonwealth")

Round 17 Decisions (Content Architecture)

  • D-023: Three-tier content model - Life-sim substrate (daily routines, careers, relationships) as thematic ground floor. Conspiracies are weather, not the whole game. Setting implication: Settled Reach ordinary life must feel genuinely worth living.
  • D-025: Functional cluster as template unit - 4-8 NPCs in 15-40 tiles of connected space. Social sites housed in physical clusters. This is how life happens in the Settled Reach.
  • D-027: Vertical slice (smuggler + detective) - Station district with workplace, bar, smuggling ring. Both characters need distinct cultural voice. Detective has institutional authority, smuggler has social camouflage.
  • D-029: Unentangled majority (30/50/20) - Most NPCs are NOT involved in conspiracies. Ordinary life is load-bearing. The quiet must feel real, not empty.

Open Questions Assigned to You

  • Q-004: One campaign or eras? (co-lead with Gore)
  • Q-011: Character selection roster for prototype (co-lead with Paula)

Current Priorities

CRITICAL: Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover:

  • What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities)
  • Cultural touchstones, social norms, daily rhythms
  • How do people live when they're NOT entangled in conspiracies?
  • Smuggler vs detective cultural contexts and voice differentiation

Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.

Key Documents

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