Spring-cleaning accumulated v0.1 vertical-slice residue across the wiki. Scope per Jeroen's pre-decisions on 2026-04-21: - Delete outright: wiki/star-systems/GJ-35/sova/ subtree (5 files + 2 dirs) — v0.1 Station Sova / Transit District content. - Strip example blocks in authoring guides and _templates/ that cited dropped v0.1 NPCs (Kael Davan, Sera Venn, Nils Davan, Devra, Torek, Renn, Pell, Tav, Lera Sessik, Sabel). Replaced with short "v0.1 examples removed — D-122" notes pointing authors to the active NPC roster. - Rewrite canonical-lore references file-by-file: faction pages, technology pages, contraband pages, concepts pages, corp pages that cited v0.1 names/places. Preserve institutional/structural content, drop specific-name citations. - Commission name drift: replace "Concord Commission" and "Assembly Commission" with "the Lattice Commission" (D-193) throughout. - Van Maanen's Star cultural references: the canonical in-game name is Vuurkloof. "Van Maanen's Star" is retained only as an astronomical designation (glossary + GJ-35 Calibration Note). All cultural/system references converted to Vuurkloof across culture-authoring-guide, cultural-generation-guide, founder-gates, and star-system adjacent-system descriptions. - Strip `v0.1` from faction/triangle frontmatter tags (8 files). - wiki/triangles/hub-power.md and wiki/factions/the-ring.md: rewritten using role-name exemplars (Ring Coordinator / Shift Supervisor / THE FRIEND) instead of named v0.1 NPCs. Triangle pattern preserved as a structural reference. Also applies drive-by Commission drift fixes and minor cross-ref updates to canonical corps (gate-corporation, mastroianni-vehicle-group, stalownia-kowalski, prometheus-labs, ferreira-monteiro, vins-de-grand-vide, and 13 others). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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title, description, slug, category, status, created, updated, tags, decision_refs, cross_refs
| title | description | slug | category | status | created | updated | tags | decision_refs | cross_refs | ||
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| Monologue Authoring Guide | How to write tagged monologue and dialogue content — tag taxonomy, prerequisite format, situation overlap rules, and voice discipline | monologue-guide | authoring-guide | canonical | 2026-02-12 | 2026-02-13 |
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Monologue and Dialogue Authoring Guide
How to write tagged monologue and dialogue content for The Settled Reach. Read the knowledge system docs first — this guide assumes you know what a FactId is and how RelationshipState works.
Prerequisites:
- Fact Catalog — 24 FactIds with confidence progressions
- Entity Attributes — 14 canonical EntityKnowledge keys
- Relationship States — 5 states, transitions, dialogue access tiers
Canonical sources: D-028 (dialogue architecture), D-032 (separate monologue pools), D-035 (tag taxonomy)
Location Shortcodes
Location shortcodes are defined per district. Used in line IDs ({shortcode}_{type}_{###}) and file naming. Author per-district shortcode tables in the district wiki entry.
| Shortcode | Location Type | Notes |
|---|---|---|
terminal |
Primary workplace (logistics hub, factory floor, etc.) | Assign per district |
bar |
Social venue (bar, canteen, commons) | Assign per district |
corridor |
Service / restricted spaces | Assign per district |
File naming convention: {shortcode}-{character}.yaml (e.g., terminal-smuggler.yaml, bar-detective.yaml)
Line ID format: {shortcode}_{d|m|e}_{###} where d=dialogue, m=monologue, e=environmental
Situation Overlap Rules
A line can have multiple situations in its situation list. These rules define valid combinations.
Mutually exclusive (never co-occur):
arrivalandshift_end— you can't be both arriving and leavingaloneandsocial— by definitionemergencyandroutine— emergency overrides routineconfrontationandsocial— confrontation replaces social context
Common valid overlaps:
shift_start+routine— beginning-of-shift routine observationsbar_evening+social— social interaction at the barobservation+ any non-exclusive situation — observation layers on top of contextinvestigation+observation— investigating by watching
Default if empty: routine (engine assumes routine context)
Mood Exclusivity Rules
A line can have multiple moods, but some combinations are contradictory.
Mutually exclusive (never co-occur):
fondandsuspicious— these are opposing orientations toward someonecomfortableandworried— opposing emotional statesrelievedandconcerned— resolved vs. unresolved tension
Common valid overlaps:
analytical+ any mood — analytical is a cognitive mode that coexists with emotionconflicted+fondorconcerned— conflicted implies mixed feelingsworried+suspicious— worry about someone's behavior shading into suspicion
Default if empty: comfortable (engine assumes neutral emotional baseline)
Core Principle
Internal monologue is hard-partitioned by playable character (D-032). The smuggler and detective have completely separate monologue pools. No shared lines. Same trigger, different pool. This is how mirror moments work without either pool knowing about the other.
Dialogue lines are shared — NPCs say the same words regardless of who's listening. The access tier system filters which lines each character can hear at runtime.
D-035 Tag Taxonomy Reference
Every line carries structural tags, selection tags, and (for monologue) character-specific tags. Here's the full schema.
Structural Tags (required on every dialogue line)
| Tag | Type | Purpose |
|---|---|---|
id |
string | {location}_{d|m|e}_{###} — stable, machine-parseable |
text |
string | The authored line |
role |
enum | Template-defined role, not NPC name (NPC assignment is runtime) |
access |
list<enum> | Hard filter: public, insider, authority, peer, hostile |
trust |
enum | Hard filter: surface, real, secret |
situation |
list<enum> | Context filter (13 situations) |
Selection Tags (recommended, defaults apply if empty)
| Tag | Type | Purpose |
|---|---|---|
topic |
list<enum> | Weighted selection (9 topics) |
mood |
list<enum> | Weighted selection (8 moods) |
tags |
list<string> | Freeform escape hatch for author intent |
Monologue-Specific Tags (added to structural + selection)
| Tag | Type | Purpose |
|---|---|---|
character |
enum | smuggler or detective — hard partition (D-032) |
trigger |
enum | What fires this line (9 types — see next section) |
prerequisite |
map or null | Knowledge state gate |
Authoring-Only Tags (not consumed by engine)
| Tag | Type | Purpose |
|---|---|---|
dual_lens |
map | Per-character notes on how the line reads differently |
notes |
string | Author intent, context for future editors |
Enum Values
situation (13):
arrival, shift_start, shift_end, shift_transition, bar_evening, night_shift, investigation, confrontation, social, alone, emergency, routine, observation
topic (9):
colleague, routine, cargo, money, trust, danger, institution, personal, investigation
Note: no crime or smuggling topic. NPCs think of it as cargo or money. The detective uses investigation.
mood (8):
fond, comfortable, worried, suspicious, analytical, conflicted, concerned, relieved
Monologue Trigger Types (9)
The trigger tag determines WHEN a monologue line fires. Each type maps to a game event.
1. enter_location
Fires when the player enters a named area.
- id: terminal_m_010
text: "Morning shift. Recycled air and cargo lubricant. Home sweet home."
character: smuggler
trigger: enter_location
situation: [arrival]
mood: [comfortable]
prerequisite: null
- id: terminal_m_011
text: "Logistics hub. Standard prefab, heavy foot traffic. Let's see what the shift change tells me."
character: detective
trigger: enter_location
situation: [arrival]
mood: [analytical]
prerequisite: null
Mirror moment: Same entry, different register. Smuggler sees home; detective sees a crime scene.
Use for first impressions, atmosphere, returning-to-familiar-ground observations. Keep short — the player is moving.
2. observe_npc
Fires when a known entity enters the player's line of sight.
- id: terminal_m_020
text: "{THE FRIEND}'s here. Good — I was starting to worry."
character: smuggler
trigger: observe_npc
mood: [fond]
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
- id: terminal_m_021
text: "Dock worker from the case file. {Surname}, {initial}. Unremarkable on paper."
character: detective
trigger: observe_npc
mood: [analytical]
prerequisite:
fact: investigation.manifest_discrepancy
confidence: Suspects
Use for identification, behavioral observations, emotional reactions. The prerequisite controls which version fires — same NPC, different line depending on knowledge.
3. hear_sound
Fires on audio events — ambient, diegetic, or anomalous.
- id: bar_m_030
text: "Raised voices from the back room. That's not a routine call."
character: smuggler
trigger: hear_sound
mood: [concerned]
prerequisite:
fact: contraband.ring_exists
confidence: KnowsDetails
- id: bar_m_031
text: "Arguing behind that door. The bartender didn't flinch. Either she's used to it or she knows what it is."
character: detective
trigger: hear_sound
mood: [suspicious]
prerequisite: null
Audio triggers fire less frequently than visual ones. Make them count.
4. observe_anomaly
Fires when the player observes something that contradicts expected state — a container in the wrong place, an NPC where they shouldn't be, a door that should be locked.
- id: terminal_m_040
text: "{THE FRIEND}'s checking their lattice again. Third time in ten minutes. That's not normal."
character: smuggler
trigger: observe_anomaly
mood: [worried]
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
- id: terminal_m_041
text: "Dock worker {Surname} — lattice activity spiked. Expecting a message? Or checking for surveillance?"
character: detective
trigger: observe_anomaly
mood: [analytical]
prerequisite:
known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: lattice_checking
This is the detective's bread and butter: the gap between expected and observed.
5. post_conversation
Fires after a dialogue exchange ends. Internal reaction to what just happened.
- id: bar_m_050
text: "{THE FRIEND}'s good to have around. Knows the district, knows the people. Reliable."
character: detective
trigger: post_conversation
mood: [fond]
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
- id: bar_m_051
text: "Not lying. But not telling me everything. {THE FRIEND}, what do you know?"
character: detective
trigger: post_conversation
mood: [conflicted]
prerequisite:
relationship_state: PersonOfInterest
subject: {friend_npc_slug}
This is where character voice shines — the detective analyzes, the smuggler worries about people.
6. discover_evidence
Fires when the player finds physical evidence — a document, object, or data point.
- id: terminal_m_060
text: "Container 4471. Manifest says 240 kilos. That crate is closer to 310."
character: detective
trigger: discover_evidence
mood: [analytical]
prerequisite:
fact: investigation.manifest_discrepancy
confidence: Suspects
- id: terminal_m_061
text: "4471's still in temp. Routed there during transition. Standard. Nothing to worry about."
character: smuggler
trigger: discover_evidence
mood: [relieved]
prerequisite:
fact: contraband.ring_exists
confidence: KnowsDetails
Brief, observational. The fact system handles what the player now knows — the monologue handles what they feel about it.
7. witness_interaction
Fires when the player observes two NPCs interacting.
- id: bar_m_070
text: "{THE FRIEND}'s headed out. Smart — {NPC} gets loud after three drinks. Nobody wants to deal with that."
character: smuggler
trigger: witness_interaction
mood: [comfortable]
prerequisite: null
- id: bar_m_071
text: "That's twice now. {THE FRIEND} leaves when {NPC} arrives. Coincidence? Filing it."
character: detective
trigger: witness_interaction
mood: [analytical]
prerequisite:
known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: avoidance_pattern
Mirror moment: Same event. Smuggler has the innocent explanation. Detective has the investigative read. On replay: "Wait — WAS it just the noise?"
8. time_idle
Fires after inactivity — the player is standing still, watching, waiting. The character's mind wanders.
- id: corr_m_080
text: "Quiet tonight. Good. Nobody using the south access."
character: smuggler
trigger: time_idle
mood: [relieved]
prerequisite:
fact: location.restricted_corridor
confidence: KnowsDetails
- id: corr_m_081
text: "This corridor should see foot traffic during shift change. It's empty. Why?"
character: detective
trigger: time_idle
mood: [suspicious]
prerequisite:
fact: location.restricted_corridor
confidence: Suspects
Idle lines reveal what the character cares about when nothing demands attention. The smuggler thinks about the operation; the detective thinks about the case.
9. return_visit
Fires when the player returns to a location they've visited before. Distinct from enter_location — gates on prior visit history.
- id: bar_m_090
text: "Back at the bar. Same seats, same faces. {THE FRIEND}'s in the corner booth. Good."
character: detective
trigger: return_visit
mood: [comfortable]
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
- id: bar_m_091
text: "Back again. Same booth. ...Let's see if {THE FRIEND} leaves when {NPC} shows up."
character: detective
trigger: return_visit
mood: [suspicious]
prerequisite:
known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: avoidance_pattern
Return visits build investigation momentum. This is where the detective's pattern recognition fires.
YAML Prerequisite Format
Prerequisites gate monologue lines on knowledge state. A line only fires if the player's knowledge meets the conditions.
No prerequisite (always eligible)
prerequisite: null
Still filtered by trigger type, character, and location. Use for baseline observations that don't depend on knowledge.
Gating on FactId + confidence
prerequisite:
fact: contraband.ring_exists
confidence: KnowsOf
Fires only if the active character knows the named fact at the specified confidence or higher. Confidence levels ordered: Suspects < KnowsOf < KnowsDetails < Direct.
Use exact FactId strings from the Fact Catalog — "contraband.ring_exists" not "Ring Exists". The 24 canonical FactIds are the only valid values.
Gating on RelationshipState
prerequisite:
relationship_state: PersonOfInterest
subject: {npc_slug}
Fires only if the active character's relationship with the named entity is the specified state. States: Unknown, Known, Friendly, PersonOfInterest, Hostile.
Gating on EntityKnowledge attributes
Exact match:
prerequisite:
known_attributes:
subject: {npc_slug}
key: contradiction_flagged
value: meeting_unknown_contact
Fires if the active character's EntityKnowledge for the target has the exact key-value pair.
Partial match (for comma-separated fields like behavior_flags):
prerequisite:
known_attributes:
subject: {npc_slug}
key: behavior_flags
value_contains: lattice_checking
Matches if behavior_flags contains lattice_checking anywhere in the comma-separated list.
Compound prerequisites
Combine conditions with all (AND) or any (OR):
prerequisite:
all:
- fact: contraband.ring_exists
confidence: KnowsDetails
- relationship_state: Friendly
subject: {friend_npc_slug}
- known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: lattice_checking
All three must be true. Swap all for any for OR logic.
Keep compound prerequisites to 2-3 conditions. If you need more, the line is too narrowly targeted — split it.
Character-specific gating
The character tag on monologue lines is already a hard partition. You don't need to gate on character inside prerequisite. But some facts are character-specific in practice:
# Detective-only fact — smuggler never reaches this
prerequisite:
fact: investigation.evidence_collected
confidence: KnowsOf
# Both characters can reach this, but from different starting points
prerequisite:
fact: contraband.ring_exists
confidence: KnowsOf
# Smuggler starts here. Detective earns it through investigation.
Access Tier Mapping
The access tag on dialogue lines determines who can hear what. Access is derived from RelationshipState plus character type (smuggler/detective).
RelationshipState to dialogue access
access tag |
Unknown | Known | Friendly | PersonOfInterest | Hostile |
|---|---|---|---|---|---|
public |
yes | yes | yes | yes | yes |
peer |
-- | yes | yes | -- | -- |
insider |
-- | -- | yes | -- | -- |
authority |
detective | detective | -- | detective | -- |
hostile |
-- | -- | -- | -- | yes |
Key rules:
public: Anyone can hear it. Greetings, small talk, general information.peer: Requires Known or Friendly. Coworker talk, casual gossip. Locks out at PersonOfInterest — when trust breaks, peers stop sharing.insider: Requires Friendly only. Ring operations talk, close confidences. The content that vanishes when THE FRIEND turns amber.authority: Detective-only, works at Unknown, Known, and PersonOfInterest. Institutional leverage. Doesn't work on Friendly (too personal) or Hostile (they've stopped cooperating).hostile: Only at Hostile. Threats, demands, final warnings.
What this means for THE FRIEND
When THE FRIEND (smuggler's) transitions from Friendly to PersonOfInterest:
insiderlines disappear. Ring talk stops. Trust-gated confidences lock.peerlines disappear. Casual warmth dries up. THE FRIEND becomes guarded.publiclines remain. THE FRIEND still greets the smuggler — but the warmth is gone.
When THE FRIEND (detective's) transitions from Friendly to PersonOfInterest:
insiderlines disappear. Institutional background sharing stops.peerlines disappear. Bar conversation becomes stilted.authoritylines unlock for the detective. Pressing questions become available.
This is the mechanical expression of the emotional arc. The content doesn't change — the filter changes. Lines that existed before are now locked. That absence IS the narrative.
Trust sublayers
Within each access tier, trust further filters content:
trust |
What it gates |
|---|---|
surface |
Safe topics, social norms, what anyone would say |
real |
Honest opinions, unguarded speech, actual feelings |
secret |
Dangerous knowledge, confessions, things that create leverage |
Trust is orthogonal to access. A peer + surface line is casual coworker talk. A peer + real line is a coworker dropping the mask. A peer + secret line is a coworker confessing something risky.
Per-NPC access mapping
v0.1 named-NPC access table removed — cited NPCs no longer in v0.2 pipeline (D-122). Author per-district access mapping tables against the active NPC roster. Pattern for the standard cast:
| NPC Role | Smuggler Access | Detective Access |
|---|---|---|
| THE FRIEND (smuggler's) | insider, peer |
public → authority (after flagging) |
| THE FRIEND (detective's) | public (Commission, wary) |
peer → authority (post-contradiction) |
| Supervisor | insider (colleague) |
authority |
| Bar owner | insider (bar regular) |
public → peer (repeat visits) |
| MIRROR NPC | peer (through FRIEND) |
public → peer (through FRIEND B) |
| Ring-adjacent NPC | insider or peer |
public |
| Hub scheduler | insider (hub colleague) |
authority |
| Compromised inspector | insider (hub colleague) |
authority |
Tell Observation Format
Tells are behavioral signals that update EntityKnowledge.known_attributes. When observed, two things happen: the attribute updates in the knowledge graph, and a monologue line fires.
Structure
A tell observation monologue line should:
- Name the behavior — what the player sees
- Interpret through character lens — what it means to THIS character
- Map to an attribute — note in
noteswhichknown_attributeskey updates
- id: terminal_m_100
text: "{THE FRIEND} keeps checking their lattice. Waiting for something."
character: smuggler
trigger: observe_anomaly
mood: [concerned]
topic: [colleague]
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
notes: "First tell. Updates behavior_flags: lattice_checking. Smuggler notices but doesn't flag yet."
- id: terminal_m_101
text: "Dock worker {Surname} — lattice activity spiked. Three pings in two minutes. Expecting a message? Or checking for surveillance?"
character: detective
trigger: observe_anomaly
mood: [analytical]
topic: [investigation]
prerequisite:
relationship_state: Known
subject: {friend_npc_slug}
notes: "Same tell, different read. Updates behavior_flags: lattice_checking."
Tell progression
Tells accumulate. Write them as a sequence, each gated on increasing knowledge:
Tell 1 — first observation (no prior flags):
prerequisite:
relationship_state: Friendly
subject: {friend_npc_slug}
# No behavior_flags gate — this IS the first observation
Tell 2 — pattern forming (first flag set):
prerequisite:
known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: lattice_checking
# Requires tell 1 to have fired and set the attribute
Tell 3 — conclusion (multiple flags):
prerequisite:
all:
- known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: lattice_checking
- known_attributes:
subject: {friend_npc_slug}
key: behavior_flags
value_contains: evasive
Each tell should feel like a natural observation, not a checklist. The player doesn't know they're accumulating evidence.
Canonical tell attributes
| Attribute key | What it captures | Example values |
|---|---|---|
behavior_flags |
Comma-separated observations | "nervous,lattice_checking", "avoidance_pattern,evasive" |
tell_observed |
Specific personal tell | "looks_left_when_lying", "leaves_when_torek_arrives" |
contradiction_flagged |
THE FRIEND arc trigger | "meeting_unknown_contact", "avoidance_inconsistency" |
secret_held |
What observer believes target hides | "ring membership", "unreported evidence" |
secret_confidence |
Certainty level | "suspected", "likely", "confirmed" |
THE FRIEND tell arcs
Tell arcs are authored per district against the active NPC roster — v0.1 named examples removed (D-122). The pattern structure:
THE FRIEND A (smuggler observes):
| Phase | Tell | Behavior flag | Line tone |
|---|---|---|---|
| First crack | Increased lattice checking | lattice_checking |
Concern: "Distracted today." |
| Pattern | Shortened conversations, evasive | distracted,evasive |
Worry: "Been quiet lately." |
| Contradiction | Unauthorized spatial presence | contradiction_flagged: meeting_unknown_contact |
Alarm: "That wasn't anyone from our rotation." |
| Confirmation | Personal tell fires under pressure | tell_observed: {specific_tell} |
Hurt: "That tell. I know that tell. They're lying to me." |
THE FRIEND B (detective observes):
| Phase | Tell | Behavior flag | Line tone |
|---|---|---|---|
| First departure | Leaves when ring-adjacent NPC arrives (once) | avoidance_pattern (begins) |
Barely noticed: "Headed out. Long day." |
| Second departure | Different excuse, same trigger | avoidance_pattern (accumulating) |
Noted: "Left again. Tired lately." |
| Third departure | Pattern confirmed | contradiction_flagged: avoidance_inconsistency |
Analytical: "Three times. Three excuses. That's data." |
| Deflection | Controlled redirect when asked | tell_observed: controlled_deflection |
Conflicted: "Not lying. But not telling me everything." |
Voice Discipline: Writing for Dual-Lens
Every NPC line must work for both character perspectives. Same words, different meaning.
The rule
Monologue pools are separate (D-032). But dialogue is shared — the NPC says the same thing to both characters. The access tier filters which lines each character can hear, but public and peer lines reach both. When an NPC speaks, the words must land differently depending on who's listening.
How to write dual-lens lines
Step 1: Write the line. Concrete, in the speaker's voice. The NPC doesn't know who's listening.
- id: hub_d_044
role: dock_worker
text: "Container 4471 sat in temp storage overnight. Scheduling backed up again."
access: [public, peer]
trust: surface
situation: [shift_start]
Step 2: Check both readings. Document the split.
dual_lens:
smuggler: "Operational context — part of the ring pipeline. 'Backed up' is cover language."
detective: "Anomaly — overnight exceeds standard procedure. Flag for investigation."
Step 3: Verify neither reading breaks. If it only works for one character, use a different access tier or rely on character-specific monologue to recontextualize.
Dual-lens patterns
Innocuous surface / operational subtext:
"{Supervisor} adjusted the night shift again. Two workers short."
- Smuggler: coverage gap for tonight's run
- Detective: scheduling irregularity worth tracking
Social warmth / threat assessment:
"{THE FRIEND} left early. Headache, they said."
- Detective: pattern forming — third time when {NPC} is here
- Smuggler: Commission person leaving, less oversight
Emotional resonance / clinical data:
"{THE FRIEND}'s been quiet lately. Not like them."
- Smuggler: concern for a friend
- Detective: behavioral change in a subject
Casual disclosure / institutional intelligence:
"I ran the usual calibration checks today."
- Detective: routine work, mundane
- Smuggler: Commission is still active in the district
What to avoid
- One-character lines in shared pools. If only the smuggler gets it, it needs
insideraccess, notpublic. - Telegraphing. "I'm definitely not doing anything illegal" — nobody talks like that.
- Breaking NPC voice for the lens. The NPC doesn't know who's listening. They talk like themselves.
- Over-explaining. If you need a paragraph of
dual_lensnotes to explain the split, the line isn't doing its job. The best dual-lens lines work on surface for one character and subtext for the other.
Concrete Examples: Full Tagged Pools
v0.1 named-NPC pool examples removed — cited NPCs no longer in v0.2 pipeline (D-122). Author per-district pools against the active NPC roster using the tag schema and trigger types documented above.
Structure reference (three pools per district):
content/{district}/
{terminal-slug}/
monologue-smuggler.yaml # Smuggler's FRIEND arc + operational lines
monologue-detective.yaml # Detective's investigation lines
dialogue.yaml # Shared NPC dialogue (access-tier filtered at runtime)
{bar-slug}/
monologue-smuggler.yaml
monologue-detective.yaml
dialogue.yaml
{corridor-slug}/
monologue-smuggler.yaml # Route operational + THE CONTRADICTION scene
monologue-detective.yaml
dialogue.yaml
Required content per location per character:
- Arrival / enter_location (2-3 lines, baseline + investigation variant)
- THE FRIEND arc phases 1-5 (smuggler: Phase 1-5 for FRIEND A; detective: Phase 1-5 for FRIEND B)
- Operational / investigative observations (3-5 lines per location)
- Return visit variants (1-2 lines per location)
- Atmospheric time_idle lines (1-2 per location)
File Naming and Directory Structure
Content is organized by location and character. Location is implicit from directory — don't duplicate it in per-line tags.
content/
terminal/
monologue-smuggler.yaml
monologue-detective.yaml
dialogue.yaml
bar/
monologue-smuggler.yaml
monologue-detective.yaml
dialogue.yaml
corridor/
monologue-smuggler.yaml
monologue-detective.yaml
dialogue.yaml
Monologue files are hard-partitioned by character (D-032). One file per character per location. Dialogue files are shared — access-tier filtering happens at runtime.
ID Convention
{location}_{type}_{###}
- location:
terminal,bar,corridor(orhub,corras shorthand) - type:
m(monologue),d(dialogue),e(environmental) - number: Sequential per file, starting at 001
Authoring Checklist
Before submitting a line:
- Who is speaking? Monologue: which character? Dialogue: which role?
- What do they know? Does the prerequisite reference a real FactId, RelationshipState, or attribute key from the catalogs?
- What triggers it? One of 9 types. Does the trigger match the game moment?
- Dual-lens check. If dialogue, does it read differently for smuggler vs detective? Document in
dual_lens. - Brevity. Monologue competes with gameplay. If it's longer than one breath, cut it.
- Voice. Does it sound like the character? The detective analyzes. The smuggler worries about people. NPCs talk like themselves, not like game designers.
- Show don't tell. "The lock's been forced" not "Someone has broken into this room."
- Access tier. Is the line available to the right people? Does PersonOfInterest correctly lock out trust content?
Cross-References:
- D-028: Dialogue architecture, four relational layers
- D-032: Separate monologue pools per character
- D-035: Converged tag taxonomy
- Fact Catalog: All 24 FactIds for prerequisites
- Entity Attributes: 14 canonical known_attributes keys
- Relationship States: 5 states, transitions, access tier mapping
If this guide contradicts a decision file, the decision file wins.