Commit baa718a
docs(game): close stale DD-009 via length dial; propose DD-014 information budget (#70)
Follow-on to #69. Two bookkeeping fixes and one genuinely new proposal
for you and Joshua to rule on.
## DD-009 was stale, not open
I reported to Jonathan that DD-009 (game length) was the unruled blocker
on Phase 1. **That was wrong, and this PR corrects it.** The ruling had
already been made — `CANONICAL-MODEL.adoc` landed the three-preset
**length dial** in #68, whose title even claims DD-009. The DD entry and
tracker just never recorded it.
| Preset | Eras | Turns | Time target |
|---|---|---|---|
| Short — "Skirmish" | 2 | ~5–6 | 60–90 min |
| Standard — "Ascent" | 3 | ~9–10 | 120–180 min |
| Extended — "Legacy" | 4 | 32 | 4–6 hr, multi-session |
The original entry asked "how many turns?" as if one number had to serve
every table. Length is a *dial*, like complexity (DD-008). 32 turns was
never wrong — it was the *Extended* preset, mislabelled as the only one.
**No new decision is taken here**; this is the log catching up with the
model.
## The half of the risk that survives
The 25–35 min/turn figure (`gameplay-storyboard.adoc:463`) is a
**full-weight Industrial** turn. Short targets 60–90 min over ~5–6 turns
= **10–15 min/turn**, i.e. a **~2–3× reduction**, expected from
Core-only weight plus the leaner-turn levers.
**That ~2–3× is assumed, not measured** — the most load-bearing untested
number in the design. If the levers only deliver 1.5×, Short lands at
100–140 min and the target is gone. So: *time a Core-weight turn first,
before balance, before content.* Now flagged in DD-009 and WAY-FORWARD.
## Contradiction fixed
WAY-FORWARD said Short = "2 eras / **~12 turns**"; CANONICAL-MODEL says
"**~5–6**". Canonical is the declared single source of truth, so it
wins. Phase 0 also marked DONE — its bullets were pending
recommendations that #68/#69 have since executed.
## DD-014 — The Information Budget (OPEN, ruling pending)
The one new idea, deliberately logged as **proposed, not decided**.
Hidden information is a *budget*, not a free good. DD-013 spent most of
it on characters (hidden aspects + private objective). So DD-011
("agreements public or private?") and DD-012 ("research public or
private?") should lean **public** — each further hidden layer is charged
to the same account.
Bayes–Nash needs *both*: enough hidden information to make types
uncertain, and enough public information to update from. Hide everything
and an opponent watching you defect cannot tell _thin-skinned_ from
_research failed_ from _private objective paid_. Priors never move;
inference becomes guesswork. **More hidden information does not mean
more Bayes–Nash — past a point it means less.** `player-roles.adoc` §8
already says hidden aspects must create *inference, not confusion*;
DD-014 generalises that from characters to the whole design.
If adopted, it **constrains** DD-011/DD-012 rather than resolving them —
binding duration, defection penalty, and randomness model all stay open.
Also logged: **do private objectives (DD-006) and eXperiment (DD-012)
collapse into one subsystem?** Both are hidden, asymmetric-payoff
machinery existing to obscure your payoff function. Unresolved — worth
settling before either is drafted in Phase 1.
## Verification
Installed `asciidoctor` (it was missing, which is why #69 shipped
without a render check) and rendered all four docs — **zero warnings**.
Confirmed the DD-009 table, DD-014 section, 9 tracker rows, and that the
WAY-FORWARD NOTE renders as a real admonition without swallowing the
following bullet. This also retroactively validates the #69 files.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>1 parent a93311e commit baa718a
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