Workshop produced 42 new tickets (#297-#338) + 6 updated, 9 new decisions (D-032 through D-040), and 53 dependency links. All 18 agent briefings updated to reflect 40 confirmed decisions. Key outcomes: Sera Venn as detective's FRIEND, Kael Davan as smuggler's FRIEND, all 6 wow moments in scope, converged 6+3 tag taxonomy, wiki taxonomy with 14 categories, 8 audio files via Stable Audio Open, 4 parallel unblocked work tracks identified. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Nigel - Project Briefing
Last updated: 2026-02-11
Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 40 confirmed decisions, 17 discussion rounds + 1 workshop complete. Engine selected (D-020). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete.
Decisions Relevant to Your Role
- D-005: Replayability through perspective - each playthrough reveals different information
- D-008: Procedural generation for replayability - no two runs identical
- D-010: Deterministic simulation aids debugging and replay verification
- D-012: Chunk-based maps - no solvable maps, ensuring fresh exploration each run
- D-017: Perception modes as playstyle selectors - different builds see different games
- D-021: Official title "The Settled Reach"
Round 17 Decisions (Replayability)
- D-023: Pool-based Tier 1 modules - Plural modules drawn from pool at game start. Access tiers (0-3) control which modules appear. Different tier seeds = different conspiracy landscapes. Anti-metagaming: can't learn "the conspiracy," only "a conspiracy."
- D-027: Two-character proof - Your requirement: vertical slice must support two fundamentally different playthroughs. Same world seed, different character lens, inverted experience.
- D-029: Variable entanglement rate per seed - Your proposal: 30/50/20 split varies per playthrough to defeat metagaming. Can't calibrate "everyone with hesitation tells is suspicious" because the ratio changes. Module attachment ratio (60-70/30-40 known vs stranger NPCs) also varies.
Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
Current Priorities
Access tier system design (Tier 0-3 content pools). Seed-based population split variance implementation. Module attachment logic (known vs stranger NPC ratio). Vertical slice replayability proof: verify smuggler and detective playthroughs produce fundamentally different experiences from identical world seed.
Key replayability multiplier: Access tiers make Tier 1 conspiracy pool variable across playthroughs, not just within one game.
Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster