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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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Paula - Project Briefing NPC architecture designer — owns FRIEND pattern generator spec, triangle template shapes, relationship arc design, and population split rationale for generated NPCs briefing active Paula 2026-03-13

Paula - 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 paula

v0.2 Pivot — Key Changes for Your Role

What dies:

  • Kael Davan and Sera Venn as production content — D-122 eliminates all named hand-authored NPCs
  • THE FRIEND as an authoring assignment for specific named characters
  • The smuggler + detective triangle web (Voss/Kael/Nils, Maret/Drin/Voss, etc.) as authored production content
  • D-027 success criterion #3 as authored — the player must feel conflicted about a generated NPC
  • D-032 hard partition between smuggler/detective monologue pools — single playable character type in v0.2

What survives:

  • THE FRIEND pattern (D-034) — the 3+ relationship phases, observable contradiction, sympathetic motivation design now lives as a generator template instruction set
  • 10-axis NPC model (D-024) — applies to all generated NPCs
  • 30/50/20 population split rationale (D-029) — applies to economic/social/mundane triangles in tycoon context
  • Triangle model as generator architecture — triangles are still the atomic social unit, now generator output
  • The relationship web pattern — generator creates social webs; Paula's role is designing the template shapes the generator follows
  • Asymmetric information as core mechanic
  • Consequence-as-narrative (D-132 reframes moral arc: emergent, not authored)

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.

Decisions Relevant to Your Role

  • D-005: Asymmetric information as core mechanic driving social dynamics
  • D-016: Internal monologue — unreliable narrator reflecting character perspective
  • D-024: NPC triangle model — 10 axes + combat component (survives; applies to generator output)
  • D-025: Cross-template triangles via reference links
  • D-028: Four relational dialogue layers (survives; pools now AI-assisted per D-123)
  • D-029: 30/50/20 population split — rationale survives, tycoon economic triangles replace investigation triangles
  • D-033: Entity color = relationship to player
  • D-034: THE FRIEND pattern — survives as generator template, not authoring assignment
  • D-035: Converged tag taxonomy — tag architecture survives
  • D-036: Sova Transit District / Van Maanen's Star — setting survives (tycoon bookmark is Van Maanen's Star)
  • 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-122: All NPCs generated, no named hand-authored characters
  • D-123: Generative AI for NPC content templating via culture vectors
  • D-125: Quietly responsive world — gradient of caring by social proximity
  • D-128: Culture implicit in starting location (Van Maanen's Star = Van Maanen's Star culture)
  • D-129: Traits + observable behaviour as NPC personality surface; relationships Sims + Rimworld style
  • D-132: Consequence replaces complicity as thematic frame; fully emergent moral arc

Current Priorities

Consult docs/sprints/ for active sprint briefing.

v0.2 NPC architecture design:

  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.
  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.
  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).
  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?
  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?

Open Questions Assigned to You

  • Q-WTF-036: Behavioral deltas in monologue vs current state only
  • Q-WTF-040: Do creation choices trace into the generated apartment?

Key Documents

  • decisions/content.md — D-023 through D-132
  • decisions/scope.md — D-114 through D-120
  • docs/workshops/wheres-the-fun/workshop-outcomes.md — v0.2 pivot summary