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settled-reach/docs/briefings/ozzie.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

2.1 KiB

Ozzie - 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 - player experience of asymmetric information and perspective
  • D-008: Action pillar - hubris wall mechanic creating meaningful player consequences
  • D-019: Top-down primary view with future 3D cutscenes
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Player Experience)

  • D-023: Life-sim substrate - Conspiracies are punctuation. Daily life is the sentence. Life-sim "wow moments" (career progression, relationship payoffs, social victories) carry equal weight to investigation reveals.
  • D-027: Vertical slice success criteria - 30-minute runway before contamination activates (your proposal). Player must breathe, attach, care before the intrigue hooks. Each playthrough must feel fundamentally different. Player names one NPC they felt conflicted about.
  • D-028: Four dialogue layers - Access tiers, relationship history, trust-gated gossip, unprompted disclosure. ALL planned from day one. Every layer enriches moment-to-moment social interaction.
  • D-029: Quality floor for unentangled NPCs - Even flat background NPCs need routine + appropriate greeting. Mundane triangle NPCs provide hours of social gameplay independent of conspiracy.

Open Questions Assigned to You

None assigned.

Current Priorities

Vertical slice playtest evaluation. Champion the 30-minute breathing room success criterion. Verify both playthroughs (smuggler and detective) feel fundamentally different. Ensure social interaction moment-to-moment rewards match investigation moments. Guard the life-sim substrate from being sacrificed to conspiracy pacing.

Key Documents

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