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settled-reach/docs/briefings/gore.md
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jpmschweitzerandClaude Opus 4.6 cff4c74d75 docs(briefings): update all briefings for decisions split and DEVOPS.md
Update Key Documents sections to reference decisions/ directory instead
of monolithic DECISIONS.md. Add Development Workflow sections to
implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre)
with relevant Makefile targets and directory conventions. Streamline
decision references to point to specific domain files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 15:55:58 +01:00

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Gore - Project Briefing

Last updated: 2026-02-10

Current Project State

The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020). Vertical slice defined (D-027).

Decisions Relevant to Your Role

  • D-005: Core concept - ascension as transformative character progression
  • D-007: Five pillars - thematic foundations supporting ascension narrative
  • D-008: Action pillar - scales with ascension level, hubris wall as ascension check
  • D-017: Perception modes - scaling with ascension, expanded awareness at higher tiers
  • D-021: Official title "The Settled Reach"

Round 17 Decisions (Thematic Architecture)

  • D-023: Life-sim as thematic ground floor - Your insight: life-sim substrate IS the thematic spine. "Is this enough?" requires honest counterweight. Quiet life must feel genuinely good, not empty. Conspiracies are weather.
  • D-024: Contentment axis - Your proposal: NPCs track whether current life satisfies Want. Connects generated NPCs to thematic question. Is this life worth living?
  • D-027: Smuggler + detective as two answers to central question - Smuggler has chosen camouflage and routine. Detective has chosen pursuit and purpose. Both face "is this enough?" differently.
  • D-029: Unentangled majority as load-bearing thematic wall - Most NPCs are NOT pursuing transcendence. They've settled. That choice must feel valid, not cowardly.

Open Questions Assigned to You

  • Q-004: One campaign or eras? (co-lead with Miri)
  • Q-009: Time system design (co-lead with Gestalt)

Current Priorities

Ensure vertical slice thematic spine is sound (both characters face "is this enough?"). Contentment axis implementation in NPC generation. Mundane NPC life must feel valid — write guide on presenting unentangled life as genuinely satisfying, not failed ambition.

Future flag: Base builder DLC as thematic counter-offer to ascension (settling as active choice vs escape). Not now — but keep design space open.

Key Documents

  • decisions/ - domain-split decision files (see decisions/README.md for index)
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster