Create PROJECT_STATE.md at repo root with cascade phase table, decision count, and current sprint. All 18 briefings now reference this file instead of duplicating the project state paragraph. Also removes stale content from briefings: - "v0.2 direction: generator-first" (contradicts D-166 cascade) - "Sprint 25 generator spike confirmed as critical path" (Phase 5) - Agent-specific generator prerequisite claims - Gestalt "v0.2 Pivot" section reframed as "Key Design Pivots" Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, description, type, status, agent, updated
| title | description | type | status | agent | updated |
|---|---|---|---|---|---|
| Nigel - Project Briefing | Replayability designer — owns generator variety spec, anti-metagaming design, seed-based population variance, and replayability test criteria for v0.2 | briefing | active | Nigel | 2026-03-13 |
Nigel - Project Briefing
Last updated: 2026-03-13
Current Project State
See PROJECT_STATE.md for shared project state (cascade phase, sprint, decision count).
v0.2 Pivot — Key Changes for Your Role
The replayability frame shifts from "same conspiracy, different character lens" to "same generator, different seeded world." The anti-metagaming goal survives; the mechanism changes.
What changes:
- D-027 two-character proof is superseded. Replayability in v0.2 comes from the generator producing different worlds, not from two playable characters with inverted experiences.
- Tier 1 authored drama modules are deferred (D-023 amendment). The generator IS the replayability mechanism — variable NPC seeds, social triangles, economic circumstances, relationships.
- No "solving the conspiracy" metagaming problem in v0.2. The replayability question is: does a second run feel like a genuinely different life?
What survives:
- Variable entanglement rate per seed (D-029) — the principle is unchanged; the triangles are economic and social rather than investigation-intrigue
- Generator variety design (D-136): both structural and cosmetic variety at different scales. Same design problem, generator context.
- "No skill ceiling in v0.2" (D-137) — skill progression open-ended, not ladder-gated
- Emergent narrative as primary replayability mechanism (D-127)
Decisions Relevant to Your Role
- D-005: Replayability through perspective — each playthrough a different seeded world
- D-008: Procedural generation for replayability
- D-010: Deterministic simulation aids debugging and replay verification
- D-012: Chunk-based maps
- D-017: Perception modes as playstyle selectors
- D-021: Official title "The Settled Reach"
- D-023: Pool-based Tier 1 modules (deferred to post-generator; v0.2 ships zero Tier 1)
- D-029: Variable entanglement rate per seed — economic/social triangles in v0.2
- D-114: v0.2 proof-of-life = generator + graphics
- D-117: Tycoon bookmark, zero investigation content
- D-119: Generator spike — Phase 5 per D-166 cascade (not imminent)
- D-122: All NPCs generated
- D-127: Player choices are the content — Rimworld model
- D-136: Both structural and cosmetic generator variety at different scales
- D-137: No skill ceiling in v0.2
Open Questions Assigned to You
- Q-010: Storyteller AI architecture (co-lead with Gestalt)
Current Priorities
Consult docs/sprints/ for active sprint briefing.
v0.2 replayability design:
- Generator variety spec — structural and cosmetic variety at different scales (D-136). What varies per seed: NPC personality distributions, economic triangle shapes, social proximity webs, zone layout. Design the variety dimensions the generator must support.
- Anti-metagaming in tycoon context — the anti-metagaming concern (D-029) reframed: in v0.2, what would "solving the game" look like? Knowing which NPC personality types to befriend? Optimal economic strategies? Design variety to prevent calibration.
- Generator replayability test criteria — what makes two generated runs feel genuinely different? Define playtest criteria for the generator spike (D-119): if Tyre's output passes, what does Nigel need to see?
- Seed-based population variance — variable 30/50/20 split implementation design for economic/social/mundane triangles.
Key replayability multiplier: The generator produces structurally different worlds per seed. Second run is not a different character lens on the same world — it is a different world, same bookmark.
Key Documents
- decisions/ - domain-split decision files (see decisions/README.md for index)
- docs/discussions/ - archived rounds
- TEAM.md - team roster