Files
settled-reach/docs/briefings/paula.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

2.3 KiB

Paula - 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: Asymmetric information as core mechanic driving faction dynamics
  • D-013: POI manipulation system - how factions mark and control information
  • D-016: Internal monologue - unreliable narrator reflecting faction allegiances
  • D-018: Sound system - information quality degrades by range, affecting faction awareness
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (NPC & Dialogue Systems)

  • D-024: NPC triangle model - Your proposal: 3 NPCs with conflicting interests as atomic intrigue unit. 2 per template minimum, 1 cross-template. 10 consolidated axes (Want, Secret, Relationships 1-3, Tolerance, Routine, Information, Contentment, Personality, Tell, Skills). Combat as component, not axis.
  • D-025: Cross-template triangles via reference links - NPCs owned by one template, referenced by others with relationship metadata. Enables social site overlap without lifecycle conflicts.
  • D-028: Four relational dialogue layers - Your design: (1) Access tiers, (2) Relationship history, (3) Trust-gated gossip, (4) Unprompted disclosure. All load-bearing. Social dialogue budgeted 40% more than investigation.
  • D-029: 30/50/20 population split - Your proposal: 30% flat, 50% mundane triangles, 20% entangled. Mundane triangles ARE the social game. Variable per seed to prevent metagaming.

Open Questions Assigned to You

  • Q-011: Character selection roster for prototype (co-lead with Miri)

Current Priorities

NPC triangle authoring for vertical slice templates (workplace, bar, smuggling ring). Define cross-template relationship metadata schema for reference links. Design vertical slice character rosters (smuggler + detective perspectives on same NPCs). Map dialogue layers to NPC axes for systemic line selection. Social gameplay loop design — mundane triangles as standalone content.

Key Documents

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