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docs(game): resolve DD-006 via character builder; adopt Bayes-Nash model (DD-013)
Resolve DD-006 as neither horn of the original question. Ship an immutable archetypal Core plus a character builder; the player supplies the name at the table and nothing is printed. This is a stronger position than the previous "archetype mechanics + named flavour text" compromise, which still shipped the name and so kept the likeness exposure it meant to avoid. Add DD-013: Core is public, aspects and private objective are hidden. This makes the game one of incomplete information, whose solution concept is the Bayes-Nash equilibrium (Harsanyi) with the reveal dial as a signalling game (Spence). The character system therefore becomes load-bearing on the theme rather than cosmetic. Game title is deliberately parked, DD-001 unchanged. Also: - DD-008: the builder doubles as the complexity dial (presets vs. builder), so the character-layer question is settled; counts/weight still need playtesting. - Design rule: private objectives must tug against the commons (DD-007), never run orthogonal to it. Misaligned, never independent. - player-roles.adoc restructured around the layer model. The four original roles are preserved verbatim as presets; four Cores named; worked builder example. Framework only. Aspect pools and the private-objective deck are Phase 1 drafting. Agreed by Jonathan and Joshua, 2026-07-16. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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docs/game-design/DESIGN-DECISIONS.adoc

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*Raised by:* Claude
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*Decision:* OPEN — needs discussion between Jonathan and Joshua.
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*Decision:* RESOLVED (2026-07-16, Jonathan with Joshua concurring) — *neither
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horn*. Ship an *immutable archetypal Core* plus a *character builder*. The player
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supplies the name at their own table; nothing is printed.
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*The question:* The initial design uses named historical/contemporary figures
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(Queen Isabella, Gandhi, Elon Musk, Green Activist). Should these be replaced
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with archetypes (The Colonist, The Pacifist, The Innovator, The Steward)?
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*The question (as originally framed):* The initial design uses named
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historical/contemporary figures (Queen Isabella, Gandhi, Elon Musk, Green
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Activist). Should these be replaced with archetypes (The Colonist, The Pacifist,
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The Innovator, The Steward)?
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*Arguments for named characters:*
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*Why the original framing was wrong:* Both horns lose something. Named figures
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carry recognition but also likeness exposure and a shelf-life problem. Flat
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archetypes are safe but bland. And the earlier "best of both worlds" compromise
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— archetype mechanics with named figures as printed flavour text — still *ships
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the name*, so it keeps the exposure it was trying to avoid while gaining little.
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* Immediate recognition and engagement
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* Historical connection reinforces educational value
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* Flavourful and memorable
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*What was decided instead:* A character has layers.
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*Arguments for archetypes:*
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[cols="1,3", options="header"]
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|===
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| Layer | Content
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| *Core* (immutable)
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| The archetypal essence — a *type*, never a person. Fixed. Makes the character
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legible at the table. Always *public* (see DD-013).
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| *Aspects* (chosen or drawn)
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| A small pool that inflects the Core — strengths, a weakness, and an
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appeal/antipathy pair (who rallies to them, who recoils). *Hidden* by default.
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| *Name* (free)
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| Player-supplied, at the table. Never printed.
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| *Private objective* (hidden)
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| A quiet parallel goal running alongside the main game. Non-critical, but adds
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challenge and risk-appetite variance.
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|===
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*Reasoning:*
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* Avoids likeness/trademark concerns (especially living people like Musk)
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* Ages better — public perception of named individuals shifts over time
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* More inclusive — archetypes can represent broader movements, not individuals
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* Gandhi as a game character is culturally sensitive territory
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* Musk is polarising — could alienate part of the audience
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* *Legal.* The shipped artefact never names or depicts a living individual. It
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ships a *class* of figure — "a Mars-fixated, cult-followed plutocrat" — which is
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satire of a type. Any resemblance is supplied by the players at their own table:
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their speech, not the publisher's.
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* *Humour.* Freeing the name is what *licenses* the comedy rather than suppressing
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it. The players do the impression; we hand them the stage. This is an
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opportunity for contemporary satire, not a constraint on it.
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* *Ageing.* A type outlives a person. The Core still reads in 2046 when today's
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figures are footnotes.
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* *Replayability.* The aspect pool means the same Core plays differently every
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game. A static role card never does.
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* *Theme.* Hidden aspects and private payoffs make this a game of *incomplete
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information* — see DD-013. This is the largest gain: the character system
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upgrades the equilibrium the game actually explores.
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* *Complexity dial.* The builder doubles as the answer to DD-008 — presets for
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beginners, builder for advanced play. Same system, two depths.
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*The existing four roles are not lost — they become presets.* Queen Isabella,
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Gandhi, Elon Musk and Green Activist are re-cast as *sample fully-built
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characters*: identical mechanics, Core and aspects pre-chosen, name offered as a
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*suggestion at the table* rather than a printing. See `player-roles.adoc` for the
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framework and the four Cores.
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*Design rule — private objectives must tug against the commons.* A private
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objective is only interesting when it tempts the player to defect from the shared
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planetary-boundaries constraint (DD-007) on a given turn: _help the boundary, or
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quietly advance my own escape hatch?_ An objective merely *orthogonal* to the
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commons is a solitaire task that pulls attention off the table. An objective
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*incentive-misaligned* with it deepens the exact dilemma the game is about.
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Misaligned, never independent.
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*Potential compromise:* Archetypes as the mechanical identity, with named
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figures as flavour text examples ("plays like a Gandhi — nonviolent, community-
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centred, slow growth"). Best of both worlds.
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*Alternatives considered:*
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* *Named figures as shipped* (the original) — rejected: likeness exposure, ages
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badly, and polarises.
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* *Flat archetypes* (The Colonist, The Pacifist…) — rejected: safe but bland;
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loses the recognition hook entirely.
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* *Archetype mechanics + named flavour text* (the earlier compromise) — rejected:
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still prints the name, so it retains the exposure while gaining little.
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*Status:* OPEN
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*Status:* RESOLVED — framework. Aspect pool and private-objective deck are Phase 1
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drafting work.
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*FAQ:*
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* _Q: Are there legal issues with using Elon Musk's name?_
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A: Potentially. Living public figures have publicity rights. Using the name
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in a game without permission is legally grey. Archetypes are safer.
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A: Moot under this decision — we don't use it. We ship the *type*; the player
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names their own. The line to hold is *archetype, not portrait*: keep the printed
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Core free of uniquely-identifying specifics (real company names, real quotes,
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one-to-one biography) that would make it identifiable as one particular real
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individual. A Mars-fixated plutocrat with a cult following is a *category*.
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(Not legal advice — but that is the standard satire seam.)
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* _Q: What about Gandhi?_
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A: Gandhi's estate doesn't typically pursue game usage, but the cultural
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sensitivity of reducing a complex historical figure to game mechanics is
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worth considering. The archetype approach respects the legacy while
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keeping the mechanical design intact.
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A: Same resolution, and it defuses the cultural-sensitivity concern too. We ship
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"nonviolent mass-mobiliser, cohesion over growth" as a Core. A table that wants
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to name theirs Gandhi may do so; we are not reducing a real historical figure to
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a stat block *in print*.
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* _Q: But players will just name it Elon anyway — isn't that the same thing?_
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A: No, and that distinction is the whole point. The game makes no claim about
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any real person; it hands players a caricature of a *type* and they do as they
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like with it. Fiction is not a documentary. As Jonathan put it: _"The Day of the
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Triffids is never held to a standard of validity, reliability, and fidelity."_
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* _Q: Doesn't a builder make setup slower?_
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A: Only if you use it. Presets exist precisely so a Short Game starts in a
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minute — deal a built character and play. The builder is opt-in (DD-008).
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=== DD-007: Planetary Boundaries — Dashboard as Shared Constraint
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* *Quick-start scenario:* 30-minute single-era game
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* *Reference cards:* Per-player aids with phase sequence and resource summary
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* *Turn count:* Consider 20-24 turns instead of 32 (see DD-009)
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* *Character presets vs. builder:* the DD-006 character builder *is* a complexity
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dial — deal a pre-built preset for beginner mode, expose the aspect pool and
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private objectives for advanced play. Same system, two depths, no separate
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ruleset to maintain.
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*Partial resolution (2026-07-16):* the *character-layer* dial is settled by
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DD-006. The remaining question — boundary/resource/era counts, and the target
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weight — still needs playtesting.
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*Status:* OPEN (design question for playtesting)
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'''
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== Session 2: The Character Model (2026-07-16)
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=== DD-013: Information Model — Public Core, Hidden Aspects (Bayes–Nash)
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*Raised by:* Claude (structure), Jonathan (adopted; Joshua concurring)
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*Decision:* RESOLVED — the *Core is always public*; *aspects and the private
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objective are hidden*. This makes the game one of *incomplete information*.
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*Reasoning:*
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Once players hold hidden aspects and private payoffs, nobody knows anyone else's
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payoff function — only a distribution over the possibilities. That is precisely a
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*Bayesian game*, and its solution concept is the *Bayes–Nash equilibrium*
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(Harsanyi's generalisation of Nash to hidden "types"). The *reveal dial* — how
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much of your build you disclose, and when — is a *signalling game* (Spence):
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disclosure becomes a strategic, sometimes costly, move rather than bookkeeping.
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This matters because it makes the character system *load-bearing on the theme*
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rather than cosmetic. The game's central concept is upgraded from
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complete-information Nash to Bayes–Nash — a richer equilibrium space — and it
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does so through the *characters*, which is exactly where players' attention
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already is. The players need never hear the word "Bayesian"; they will simply
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find they are reading each other rather than reading a stat block.
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*Why the Core stays public:* fully hidden information stalls a kitchen-table
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game — analysis paralysis sets in, and table talk breaks down when nobody can
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read anybody. Public Cores keep the table legible ("everyone can see you're a
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techno-plutocrat") while the hidden layer preserves the Bayesian structure.
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Legibility on the outside, uncertainty underneath. The eXchange pillar (DD-011)
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depends on this: players must be able to read each other *enough to bargain at
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all*.
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*Alternatives considered:*
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* *Everything public* (the current design) — rejected: complete information, no
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signalling, characters reduce to stat blocks.
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* *Everything hidden* — rejected: unreadable table, kills negotiation, breaks
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DD-011.
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*Status:* RESOLVED (in principle). The exact reveal mechanism — voluntary,
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triggered, or costed — is Phase 1 / playtesting work.
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[NOTE]
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====
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*Game title deliberately parked.* The shift to Bayes–Nash raises an obvious
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question about the title. It is *explicitly out of scope for now* (Jonathan,
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2026-07-16): "The Nash Equilibrium" has the better ring, the audience is not
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mathematicians, and the name is — remarkably — unclaimed. DD-001 stands
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unchanged. Recorded here only so the reasoning chain survives and this is not
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re-litigated by accident.
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====
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*FAQ:*
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* _Q: If the equilibrium is really Bayes–Nash, is the game misnamed?_
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A: No. A Bayes–Nash equilibrium *is* a Nash equilibrium — Nash's concept
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extended to incomplete information, not a rival to it. The title remains
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accurate. See the parking note above; this is not a live question.
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* _Q: Doesn't hidden information make the game feel unfair, like DD-007 warned?_
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A: DD-007 rejected hidden *boundary levels* — the shared constraint must stay
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visible, and it does. Hiding a player's own aspects is different: it is
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symmetric (everyone has hidden aspects), it is about *players*, not the world,
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and it is the source of the negotiation the game is built on.
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'''
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== Open Questions Tracker
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[cols="1,3,1"]
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|===
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| ID | Question | Status
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| DD-006 | Named characters vs. archetypes? | OPEN — Jonathan + Joshua to discuss
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| DD-008 | Complexity management approach? | OPEN — playtesting needed
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| DD-006 | Aspect pool + private-objective deck content | OPEN — Phase 1 drafting (framework RESOLVED 2026-07-16)
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| DD-008 | Complexity management approach? | OPEN — playtesting (character dial resolved by DD-006)
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| DD-009 | Game length (32 turns vs. shorter)? | OPEN — playtesting needed
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| DD-010 | Cascade threshold (8 correct?) | PROVISIONAL — playtesting needed
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| DD-011 | eXchange binding mechanics? | OPEN — core design needed
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| DD-012 | eXperiment randomness level? | OPEN — core design needed
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| DD-013 | Reveal mechanism (voluntary/triggered/costed?) | OPEN — Phase 1 (model RESOLVED 2026-07-16)
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|===
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== Decision Template

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