# Conflicts: # CHANGELOG.md # content/_meta/README.md # content/_meta/npc-authoring-style-guide.md # wiki/_templates/cultural-group.md # wiki/_templates/institution.md # wiki/_templates/star-system.md # wiki/characters/devra.md # wiki/characters/drin.md # wiki/characters/harek.md # wiki/characters/lera-sessik.md # wiki/characters/maret-korr.md # wiki/characters/naia-tamm.md # wiki/characters/nils-davan.md # wiki/characters/pell.md # wiki/characters/renn.md # wiki/characters/resha.md # wiki/characters/sabel.md # wiki/characters/sera-venn.md # wiki/characters/torek-lintar.md # wiki/characters/voss.md # wiki/star-systems/krenn/index.md
75 lines
5.3 KiB
Markdown
75 lines
5.3 KiB
Markdown
---
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title: "Paula - Project Briefing"
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description: "NPC architecture designer — owns FRIEND pattern generator spec, triangle template shapes, relationship arc design, and population split rationale for generated NPCs"
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type: briefing
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status: active
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agent: Paula
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updated: 2026-03-13
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---
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# Paula - Project Briefing
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Last updated: 2026-03-13
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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. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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## v0.2 Pivot — Key Changes for Your Role
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**What dies:**
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- Kael Davan and Sera Venn as production content — D-122 eliminates all named hand-authored NPCs
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- THE FRIEND as an authoring assignment for specific named characters
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- The smuggler + detective triangle web (Voss/Kael/Nils, Maret/Drin/Voss, etc.) as authored production content
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- D-027 success criterion #3 as authored — the player must feel conflicted about a *generated* NPC
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- D-032 hard partition between smuggler/detective monologue pools — single playable character type in v0.2
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**What survives:**
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- THE FRIEND *pattern* (D-034) — the 3+ relationship phases, observable contradiction, sympathetic motivation design now lives as a generator template instruction set
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- 10-axis NPC model (D-024) — applies to all generated NPCs
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- 30/50/20 population split rationale (D-029) — applies to economic/social/mundane triangles in tycoon context
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- Triangle model as generator architecture — triangles are still the atomic social unit, now generator output
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- The relationship web pattern — generator creates social webs; Paula's role is designing the *template shapes* the generator follows
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- Asymmetric information as core mechanic
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- Consequence-as-narrative (D-132 reframes moral arc: emergent, not authored)
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**Key shift:** Paula's role moves from authoring specific NPC profiles (Kael, Sera) to designing the generator templates that produce FRIEND-quality NPCs. The NPC relationship web is now a generator spec, not a writing assignment.
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## Decisions Relevant to Your Role
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- D-005: Asymmetric information as core mechanic driving social dynamics
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- D-016: Internal monologue — unreliable narrator reflecting character perspective
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- D-024: NPC triangle model — 10 axes + combat component (survives; applies to generator output)
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- D-025: Cross-template triangles via reference links
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- D-028: Four relational dialogue layers (survives; pools now AI-assisted per D-123)
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- D-029: 30/50/20 population split — rationale survives, tycoon economic triangles replace investigation triangles
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- D-033: Entity color = relationship to player
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- D-034: THE FRIEND pattern — survives as generator template, not authoring assignment
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- D-035: Converged tag taxonomy — tag architecture survives
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- D-036: Sova Transit District / Van Maanen's Star — setting survives (tycoon bookmark is Van Maanen's Star)
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- D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection
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- D-114: v0.2 proof-of-life = generator + graphics
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- D-117: Tycoon bookmark, zero investigation content
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- D-122: All NPCs generated, no named hand-authored characters
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- D-123: Generative AI for NPC content templating via culture vectors
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- D-125: Quietly responsive world — gradient of caring by social proximity
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- D-128: Culture implicit in starting location (Van Maanen's Star = Van Maanen's Star culture)
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- D-129: Traits + observable behaviour as NPC personality surface; relationships Sims + Rimworld style
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- D-132: Consequence replaces complicity as thematic frame; fully emergent moral arc
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## Current Priorities
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Consult `docs/sprints/` for active sprint briefing.
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### v0.2 NPC architecture design:
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1. **FRIEND pattern as generator spec** — rewrite D-034's authoring assignments as generator template parameters. What profile values produce a FRIEND-quality NPC? What axis ranges? What triangle role? Output: a generator instruction set Tyre can implement.
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2. **Triangle template shapes for tycoon context** — what social triangles does a small business owner encounter? Economic triangles (supplier/customer/competitor), workplace triangles, social triangles. Design 3-5 triangle templates as generator primitives.
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3. **Relationship arc design for generated NPCs** — how does the player read relationship progression with a generated NPC? What observable signals mark phase transitions? Warmth earned through observed progression (not authored backstory).
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4. **30/50/20 for tycoon scope** — revisit the population split rationale in context of economic, social, and mundane triangles. What does the "entangled 20%" mean when there's no investigation content?
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5. **Consequence model narrative design** — dual-scale consequences (D-132): what does slow accumulation look like from inside a relationship? Reputation erosion, debt, trust decay. How does the player read it?
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## Open Questions Assigned to You
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- Q-WTF-036: Behavioral deltas in monologue vs current state only
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- Q-WTF-040: Do creation choices trace into the generated apartment?
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## Key Documents
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- decisions/content.md — D-023 through D-132
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- decisions/scope.md — D-114 through D-120
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- docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary
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