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settled-reach/docs/briefings/gestalt.md
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jpmschweitzerandClaude Fable 5 9a0d42c5d3 chore(agents): roster sweep — arm discussion agents, integrate inigo, drop tiger (T-1104)
Cleared stale STANDBY markers, swept dead DISCUSSION.md pointers, disambiguated overlapping personas, corrected asset-gen paths. Armed 7 discussion agents (gestalt/gore/mellanie/miri/nigel/ozzie/paula) with Bash so they can run the pql preamble. Integrated inigo into the roster + briefing (audio, standby). Removed tiger — localization dropped from scope (R-013). Part of T-1099.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 12:17:08 +02:00

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Gestalt - Project Briefing Systems designer owning verb vocabulary, NpcBlueprint spec, skills-outcomes model, consequence mechanics, and behavior primitives for the v0.2 generator pipeline briefing active Gestalt 2026-03-13

Gestalt - Project Briefing

Last updated: 2026-03-13

Current Project State

Check active work: pql ticket list --status in_progress Check your tickets: pql ticket list --assigned gestalt

Key Design Pivots

  • Tycoon bookmark (D-117): Zero investigation content. Tycoon (small business owner) is the starting state.
  • All NPCs generated (D-122): No hand-authored named NPCs. The FRIEND pattern (D-034) survives as a generator template instruction set.
  • Broad verb vocabulary (D-130): Life verbs, not tycoon-specific — all career types use the same verb set.
  • Consequence model (D-132): Dual-scale — Rimworld-style sharp events + DF-style slow accumulation simultaneously.
  • Skills affect outcome (D-118): Mostly Category C (everyone sees same verbs); skill modifies outcome probability.
  • Development cascade (D-166): 6-phase build order. Generator spike (D-119) is Phase 5, not imminent.

Decisions Relevant to Your Role

  • D-005: Core concept — story generator mechanics, emergent narrative from systems
  • D-007: Five pillars — mechanical framework
  • D-008: Action pillar — hubris wall mechanic
  • D-011: Fog of war as pillar 1 infrastructure
  • D-015: Camera lock — vision cone as information constraint
  • D-017: Perception loadout system — observer queries
  • D-018: Three-range sound system — information quality by distance
  • D-020: Godot client + Rust/bevy_ecs simulation via subprocess/IPC
  • D-024: 10-axis NPC model (survives; applies to all generated NPCs)
  • D-025: Social site as systemic unit
  • D-026: Timestamp eviction
  • D-028: Axis-to-pipeline mapping (dialogue selection)
  • D-035: Converged tag taxonomy (6+3)
  • D-038: Audio architecture — event-driven system
  • D-041: Knowledge Graph Data Model — 4-level confidence hierarchy, contradiction detection
  • D-114: v0.2 proof-of-life = generator + graphics
  • D-117: Tycoon bookmark, zero investigation content
  • D-118: Skills affect outcome (Category C — everyone sees same verbs)
  • D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
  • D-122: All NPCs generated, no named hand-authored characters
  • D-125: Quietly responsive world — gradient of caring by social proximity
  • D-129: Traits + behavior first; relationships Sims + Rimworld style
  • D-130: Broad life-verb vocabulary (not tycoon-specific)
  • D-132: Dual-scale consequence model (sharp events + slow accumulation)

What Survives From v0.1

  • Content pipeline infrastructure: schemas, loader, validator, previewer — all operational
  • Tag taxonomy formalized in content/_schema/ and content/global/enums/
  • 10-axis NPC model (D-024) — applies to generator output
  • Knowledge graph (D-041)
  • Verb system (VerbPriorityProfile refactor needed for tycoon verbs)

Current Priorities

Consult docs/sprints/ for active sprint briefing.

v0.2 systems design:

  1. Verb map for tycoon bookmark — broad life-verb vocabulary design (D-130). Economic, social, mundane verbs. Job = rails to launch from, not a cage.
  2. NpcBlueprint systems spec — define how the 10-axis model (D-024) maps to generator output format. Co-design with Tyre.
  3. Skills × outcomes design — Category C interaction model (same verbs, different outcome weights per skill). What does skill actually modify?
  4. Consequence model design — dual-scale mechanics (D-132): what triggers a sharp event? What accumulates slowly? How does the player read the accumulation?
  5. Composable behavior primitives — traits + behavior engine design (D-129). Culture + role + context as behavioral primitives.

Open Questions Assigned to You

  • Q-010: Storyteller AI architecture (co-lead with Nigel)
  • Q-024: Gossip propagation timing (co-lead with Tyre)
  • Q-WTF-036: Behavioral deltas in monologue vs current state only

Key Documents

  • decisions/content.md — D-023 through D-132
  • decisions/scope.md — D-114 through D-120
  • decisions/architecture.md — D-008 through D-041, D-133 through D-137
  • docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary
  • content/_schema/ — YAML schema definitions
  • content/global/ — enums, knowledge, pools, templates, triangles