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settled-reach/docs/briefings/paula.md
T
jpmschweitzerandClaude Opus 4.6 cfddcfb117 docs(briefings): extract shared PROJECT_STATE.md, purge stale boilerplate
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>
2026-04-05 15:16:39 +02:00

5.1 KiB

title, description, type, status, agent, updated
title description type status agent updated
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

See PROJECT_STATE.md for shared project state (cascade phase, sprint, decision count).

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