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>
38 lines
2.6 KiB
Markdown
38 lines
2.6 KiB
Markdown
# Miri - 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 definition complete (D-027). Next workstream: cultural generation guide for Tier 2 templates.
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## Decisions Relevant to Your Role
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- D-005: Core concept - asymmetric information, single-character perspective, story generator
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- D-013: Diegetic insert system - canon basis for in-world UI and POI navigation
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- D-016: Internal monologue system - character voice, unreliable narrator potential
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- D-017: Perception modes - canon check, ensuring modes are lore-consistent
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- D-021: Official title "The Settled Reach" (repository remains "commonwealth")
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### Round 17 Decisions (Content Architecture)
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- **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.
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- **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.
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- **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.
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- **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.
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## Open Questions Assigned to You
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- Q-004: One campaign or eras? (co-lead with Gore)
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- Q-011: Character selection roster for prototype (co-lead with Paula)
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## Current Priorities
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**CRITICAL:** Write cultural generation guide for Tier 2 template authoring before Mellanie begins first template pack. Guide must cover:
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- What does "ordinary life" look like in different Settled Reach contexts? (station districts, orbital settlements, planetary cities)
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- Cultural touchstones, social norms, daily rhythms
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- How do people live when they're NOT entangled in conspiracies?
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- Smuggler vs detective cultural contexts and voice differentiation
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Also: ground both vertical slice characters (smuggler and detective) in setting-consistent cultural contexts.
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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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