Move wiki from docs/wiki/ to root wiki/. Add 14 category templates with YAML frontmatter, governance model, hierarchical spatial structure (system > station > district > location). Populate Krenn System entry as first concrete star system. Update cross-references in workshop and sprint docs. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Workshop Brief: Wiki Review & Content Standards
Locking Down the Foundation
Project: The Settled Reach (D-021) Date: 2026-02-12 Called by: Jeroen Participants: PAULA (librarian), MELLANIE (librarian), MIRI, GESTALT, GORE, NIGEL, OZZIE, TYRE, QATUX (documenter), SI (work prep)
Context
Sprint 2 just produced wiki/ — 45 files covering the full knowledge vocabulary for v0.1 (ticket #368). This includes NPC profiles (17 NPCs across 3 tiers), location pages, faction pages, technology/contraband references, knowledge system vocabulary (FactIds, entity attributes, relationship states), and an authoring guide.
Before we commit this as canonical and build YAML content files on top of it (#299, #300, #309), we need to review it as a team. Paula and Mellanie served as the primary authors and can explain the reasoning behind structure and content decisions.
What this wiki represents: The single source of truth for all game content. Every NPC profile, every location description, every knowledge fact flows through here before becoming engine-readable YAML.
Topic 1: Direction Check — Are We Building the Right Game?
The question: Does this wiki, as written, describe the game we actually want to make?
Review the wiki holistically. Check that:
- The NPCs, triangles, and contradiction arcs create the asymmetric-information drama we designed
- The two-character proof (smuggler vs. detective) produces genuinely different experiences
- The tone matches "quotidian-with-undertow" — comfortable enough to be complacent, tight enough that extra income is tempting
- THE FRIEND pattern (Kael/Sera) delivers the emotional gut-punch we designed in D-034
- The knowledge vocabulary (FactIds, relationship states, confidence levels) can express everything the narrative needs
Key files to review:
wiki/npcs/index.md— roster + triangle diagramswiki/npcs/kael-davan.md— Tier 1 FRIEND referencewiki/npcs/sera-venn.md— Tier 1 FRIEND referencewiki/knowledge/relationship-states.md— contradiction arcswiki/knowledge/fact-catalog.md— FactId vocabulary
Questions:
- Gore: Does this capture what the game is fundamentally ABOUT? The philosophical questions, the identity tensions?
- Gestalt: Do the 5 triangles create interesting decisions? Are any mechanically redundant?
- Ozzie: Reading these profiles — does any NPC make you feel something? Which ones fall flat?
- Paula/Mellanie: Where did you make trade-offs or compromises during authoring? What would you change with more time?
Topic 2: Style Guides for Repeatability
The question: If someone new joins the project and needs to write an NPC profile, a location page, or a faction entry — can they produce something consistent with what exists?
We need explicit style guides that make the wiki reproducible. Not just "here's an example, follow it" but documented conventions.
What needs a style guide:
- NPC profiles: axis definitions, voice sample format, dual-lens structure, triangle role notes
- Location pages: what sections, what detail level, how to cross-reference NPCs and factions
- Faction pages: structure, relationship to locations, political positioning
- Technology/contraband: detail level, gameplay integration notes
- Knowledge entries: FactId naming, confidence progression examples, prerequisite format
Questions:
- Mellanie: What conventions did you follow (or wish existed) when writing monologue-guide.md?
- Paula: Are the Tier 1/2/3 templates documented well enough to replicate? What's implicit that should be explicit?
- Gestalt: What mechanical constraints should be in the style guide? (e.g., "every NPC must have a routine axis because the schedule system reads it")
Topic 3: Regional Style Guide — Pattern + Krenn System Brief
The question: How do we ensure naming and cultural flavor feel historically cohesive rather than generic sci-fi?
The vision: When gates opened, people didn't just mix uniformly everywhere. There are clusters — groups with enough cultural cohesion and financial clout to settle together. Some regions feel distinctly American, Egyptian, Thai, Peruvian, Maya, Aboriginal, or any combination. Corporations add another layer — they may have a heritage or an ethic that shapes naming. In most places, first/last names and location names follow existing real-world patterns. In some places, new naming conventions emerged (the "Star Wars" feel — genuinely novel names from cultural mixing over centuries).
Scope for this workshop: NOT a full set of regional briefs. We need:
- A pattern/template for regional style guides — what a style guide for any region should contain
- One filled brief for Krenn System / Sova Transit District — the v0.1 location, fully specified
- Naming principles — how real-world naming patterns evolve over ~180 years of space settlement
The pattern should cover:
- Dominant cultural heritage(s) of the region
- Naming conventions (first names, family names, place names, business names)
- Language echoes (what words from heritage languages survive in daily speech?)
- Corporate presence and its naming influence
- How the naming has drifted from Earth-origin patterns (180 years of evolution)
- Aesthetic markers (architecture, food, dress — things that inform environmental text)
Questions:
- Miri: What cultural cluster makes sense for Krenn System? What does 180 years of drift look like?
- Gore: How does cultural identity connect to the game's themes? Should the player notice heritage, or is it ambient?
- Paula: How do naming conventions affect NPC authoring? Do the current 17 NPCs already follow a pattern?
- Mellanie: What environmental text (signs, menus, graffiti) changes based on regional culture?
Topic 4: Wiki Taxonomy Hardening
The question: How do we prevent name collisions, ambiguity, and organizational confusion as the wiki grows beyond v0.1?
Current issue: "The Terminal" could exist in multiple systems. "Maintenance Corridors" is generic. We already moved locations to locations/krenn-system/ for disambiguation, but this needs a principled approach.
Specific concerns:
- Location names that recur across systems (terminals, bars, maintenance areas)
- NPC names that could collide (common first names in a larger roster)
- Faction presence varying by system (Commission operates everywhere, Ring is local)
- Technology that has different names in different cultures (same device, local slang)
Questions:
- Tyre: What nesting scheme scales?
locations/{system}/{station}/orlocations/{system}/? How deep before it's unwieldy? - Miri: How do we handle the fact that v0.2+ adds more systems? Do we restructure, or namespace from the start?
- Paula: Do NPC pages need system prefixing, or is the NPC roster per-district sufficient?
Topic 5: Content Directory Structure & Moddability
The question: How does this wiki structure translate to actual game content directories, and how do modders extend it?
The wiki is the authoring source. But the game needs content in engine-readable format (YAML → parsed at load). The directory structure of the game's content/ directory matters for:
- Load order (which files override which)
- Mod packaging (modders add/replace content packs)
- Hot-reloading during development
- Content validation (schema checks)
Questions:
- Tyre: Propose a
content/directory structure that mirrors the wiki but serves the engine. How does a mod overlay work? - Gestalt: What content is per-district vs. global? (e.g., FactIds are global, NPC profiles are per-district, faction descriptions are global but presence is per-district)
- Nigel: What does a mod look like? "Add a new NPC to the bar" — what files does the modder create?
- Tyre: How does content validation work? Schema per content type, or one schema?
Topic 6: Randomizer, Procedural Generation & PC Briefs
The question: How do we leverage the wiki patterns for procedural variation, and how does a player character fit into NPC structures?
The PC-as-NPC concept: "The Customs Detective" and "The Smuggler" exist as NPC archetypes in multiple districts/stations. When the player starts a game, they get assigned an existing NPC with a name, relationships, and surroundings — then that NPC is "upgraded" to a PC. The NPC's existing brief becomes the player character's starting knowledge, relationships, and position.
Randomizer integration: If locations have style guides and NPCs follow templates, a randomizer can:
- Generate new NPCs from tier templates + regional naming conventions
- Create new triangles from relationship patterns
- Vary which NPC becomes THE FRIEND (from a pool of candidates)
- Shift contraband types, faction pressures, economic conditions
Questions:
- Nigel: What makes the second playthrough feel different? Name 3 things the randomizer should vary.
- Gestalt: How does "PC is an upgraded NPC" work mechanically? What data transfers? What's generated?
- Gore: Does procedural generation dilute the authored moments, or amplify them?
- Ozzie: What's the "wow moment" when a player realizes their character has a pre-existing life in this place?
- Paula: What NPC template fields are required for PC upgrade? Which are optional/generated?
Workshop Format
2 rounds.
Round 1 — Topic responses. Each participant addresses the topics in their domain. Provide concrete proposals, not just observations. If you see a problem, propose a solution.
Round 2 — Synthesis. Cross-pollinate. Respond to each other's proposals. Produce:
- Decisions to record (new D-entries or amendments)
- Style guide documents to create
- Regional brief for Krenn System
- Content directory structure proposal
- New tickets for SI to create
- Amendments to existing wiki pages
Expected Outputs
- Style guide template: Reusable pattern for NPC, location, faction, technology wiki pages
- Regional style guide pattern: Template for any region's cultural naming/flavor guide
- Krenn System regional brief: Filled-in style guide for v0.1 location
- Wiki taxonomy rules: Nesting and naming conventions document
- Content directory structure: Proposed
content/layout with mod overlay spec - PC-as-NPC spec: How player character briefs integrate with NPC templates
- Ticket list: New tickets from workshop decisions (SI creates post-workshop)
- Decision amendments: Updates to existing decisions based on workshop findings
Source Material
Participants should read before responding:
- Wiki index:
wiki/index.md - NPC roster:
wiki/npcs/index.md - Kael profile (Tier 1 reference):
wiki/npcs/kael-davan.md - Sera profile (Tier 1 reference):
wiki/npcs/sera-venn.md - Relationship states:
wiki/knowledge/relationship-states.md - Fact catalog:
wiki/knowledge/fact-catalog.md - Monologue guide:
wiki/authoring/monologue-guide.md - Decisions:
decisions/content.md,decisions/scope.md,decisions/perception.md - Previous workshops:
docs/workshops/content-gap-analysis_v0_1/,docs/workshops/v01-gap-analysis/