@@ -140,43 +140,113 @@ a partnership, not a contribution.
140140
141141*Raised by:* Claude
142142
143- *Decision:* OPEN — needs discussion between Jonathan and Joshua.
143+ *Decision:* RESOLVED (2026-07-16, Jonathan with Joshua concurring) — *neither
144+ horn*. Ship an *immutable archetypal Core* plus a *character builder*. The player
145+ supplies the name at their own table; nothing is printed.
144146
145- *The question:* The initial design uses named historical/contemporary figures
146- (Queen Isabella, Gandhi, Elon Musk, Green Activist). Should these be replaced
147- with archetypes (The Colonist, The Pacifist, The Innovator, The Steward)?
147+ *The question (as originally framed):* The initial design uses named
148+ historical/contemporary figures (Queen Isabella, Gandhi, Elon Musk, Green
149+ Activist). Should these be replaced with archetypes (The Colonist, The Pacifist,
150+ The Innovator, The Steward)?
148151
149- *Arguments for named characters:*
152+ *Why the original framing was wrong:* Both horns lose something. Named figures
153+ carry recognition but also likeness exposure and a shelf-life problem. Flat
154+ archetypes are safe but bland. And the earlier "best of both worlds" compromise
155+ — archetype mechanics with named figures as printed flavour text — still *ships
156+ the name*, so it keeps the exposure it was trying to avoid while gaining little.
150157
151- * Immediate recognition and engagement
152- * Historical connection reinforces educational value
153- * Flavourful and memorable
158+ *What was decided instead:* A character has layers.
154159
155- *Arguments for archetypes:*
160+ [cols="1,3", options="header"]
161+ |===
162+ | Layer | Content
163+
164+ | *Core* (immutable)
165+ | The archetypal essence — a *type*, never a person. Fixed. Makes the character
166+ legible at the table. Always *public* (see DD-013).
167+
168+ | *Aspects* (chosen or drawn)
169+ | A small pool that inflects the Core — strengths, a weakness, and an
170+ appeal/antipathy pair (who rallies to them, who recoils). *Hidden* by default.
171+
172+ | *Name* (free)
173+ | Player-supplied, at the table. Never printed.
174+
175+ | *Private objective* (hidden)
176+ | A quiet parallel goal running alongside the main game. Non-critical, but adds
177+ challenge and risk-appetite variance.
178+ |===
179+
180+ *Reasoning:*
156181
157- * Avoids likeness/trademark concerns (especially living people like Musk)
158- * Ages better — public perception of named individuals shifts over time
159- * More inclusive — archetypes can represent broader movements, not individuals
160- * Gandhi as a game character is culturally sensitive territory
161- * Musk is polarising — could alienate part of the audience
182+ * *Legal.* The shipped artefact never names or depicts a living individual. It
183+ ships a *class* of figure — "a Mars-fixated, cult-followed plutocrat" — which is
184+ satire of a type. Any resemblance is supplied by the players at their own table:
185+ their speech, not the publisher's.
186+ * *Humour.* Freeing the name is what *licenses* the comedy rather than suppressing
187+ it. The players do the impression; we hand them the stage. This is an
188+ opportunity for contemporary satire, not a constraint on it.
189+ * *Ageing.* A type outlives a person. The Core still reads in 2046 when today's
190+ figures are footnotes.
191+ * *Replayability.* The aspect pool means the same Core plays differently every
192+ game. A static role card never does.
193+ * *Theme.* Hidden aspects and private payoffs make this a game of *incomplete
194+ information* — see DD-013. This is the largest gain: the character system
195+ upgrades the equilibrium the game actually explores.
196+ * *Complexity dial.* The builder doubles as the answer to DD-008 — presets for
197+ beginners, builder for advanced play. Same system, two depths.
198+
199+ *The existing four roles are not lost — they become presets.* Queen Isabella,
200+ Gandhi, Elon Musk and Green Activist are re-cast as *sample fully-built
201+ characters*: identical mechanics, Core and aspects pre-chosen, name offered as a
202+ *suggestion at the table* rather than a printing. See `player-roles.adoc` for the
203+ framework and the four Cores.
204+
205+ *Design rule — private objectives must tug against the commons.* A private
206+ objective is only interesting when it tempts the player to defect from the shared
207+ planetary-boundaries constraint (DD-007) on a given turn: _help the boundary, or
208+ quietly advance my own escape hatch?_ An objective merely *orthogonal* to the
209+ commons is a solitaire task that pulls attention off the table. An objective
210+ *incentive-misaligned* with it deepens the exact dilemma the game is about.
211+ Misaligned, never independent.
162212
163- *Potential compromise:* Archetypes as the mechanical identity, with named
164- figures as flavour text examples ("plays like a Gandhi — nonviolent, community-
165- centred, slow growth"). Best of both worlds.
213+ *Alternatives considered:*
214+
215+ * *Named figures as shipped* (the original) — rejected: likeness exposure, ages
216+ badly, and polarises.
217+ * *Flat archetypes* (The Colonist, The Pacifist…) — rejected: safe but bland;
218+ loses the recognition hook entirely.
219+ * *Archetype mechanics + named flavour text* (the earlier compromise) — rejected:
220+ still prints the name, so it retains the exposure while gaining little.
166221
167- *Status:* OPEN
222+ *Status:* RESOLVED — framework. Aspect pool and private-objective deck are Phase 1
223+ drafting work.
168224
169225*FAQ:*
170226
171227* _Q: Are there legal issues with using Elon Musk's name?_
172- A: Potentially. Living public figures have publicity rights. Using the name
173- in a game without permission is legally grey. Archetypes are safer.
228+ A: Moot under this decision — we don't use it. We ship the *type*; the player
229+ names their own. The line to hold is *archetype, not portrait*: keep the printed
230+ Core free of uniquely-identifying specifics (real company names, real quotes,
231+ one-to-one biography) that would make it identifiable as one particular real
232+ individual. A Mars-fixated plutocrat with a cult following is a *category*.
233+ (Not legal advice — but that is the standard satire seam.)
174234
175235* _Q: What about Gandhi?_
176- A: Gandhi's estate doesn't typically pursue game usage, but the cultural
177- sensitivity of reducing a complex historical figure to game mechanics is
178- worth considering. The archetype approach respects the legacy while
179- keeping the mechanical design intact.
236+ A: Same resolution, and it defuses the cultural-sensitivity concern too. We ship
237+ "nonviolent mass-mobiliser, cohesion over growth" as a Core. A table that wants
238+ to name theirs Gandhi may do so; we are not reducing a real historical figure to
239+ a stat block *in print*.
240+
241+ * _Q: But players will just name it Elon anyway — isn't that the same thing?_
242+ A: No, and that distinction is the whole point. The game makes no claim about
243+ any real person; it hands players a caricature of a *type* and they do as they
244+ like with it. Fiction is not a documentary. As Jonathan put it: _"The Day of the
245+ Triffids is never held to a standard of validity, reliability, and fidelity."_
246+
247+ * _Q: Doesn't a builder make setup slower?_
248+ A: Only if you use it. Presets exist precisely so a Short Game starts in a
249+ minute — deal a built character and play. The builder is opt-in (DD-008).
180250
181251=== DD-007: Planetary Boundaries — Dashboard as Shared Constraint
182252
@@ -217,6 +287,14 @@ comparable to Terraforming Mars (BGG weight 3.2/5) or heavier.
217287* *Quick-start scenario:* 30-minute single-era game
218288* *Reference cards:* Per-player aids with phase sequence and resource summary
219289* *Turn count:* Consider 20-24 turns instead of 32 (see DD-009)
290+ * *Character presets vs. builder:* the DD-006 character builder *is* a complexity
291+ dial — deal a pre-built preset for beginner mode, expose the aspect pool and
292+ private objectives for advanced play. Same system, two depths, no separate
293+ ruleset to maintain.
294+
295+ *Partial resolution (2026-07-16):* the *character-layer* dial is settled by
296+ DD-006. The remaining question — boundary/resource/era counts, and the target
297+ weight — still needs playtesting.
220298
221299*Status:* OPEN (design question for playtesting)
222300
@@ -316,18 +394,87 @@ research results, bluffing about capabilities).
316394
317395'''
318396
397+ == Session 2: The Character Model (2026-07-16)
398+
399+ === DD-013: Information Model — Public Core, Hidden Aspects (Bayes–Nash)
400+
401+ *Raised by:* Claude (structure), Jonathan (adopted; Joshua concurring)
402+
403+ *Decision:* RESOLVED — the *Core is always public*; *aspects and the private
404+ objective are hidden*. This makes the game one of *incomplete information*.
405+
406+ *Reasoning:*
407+
408+ Once players hold hidden aspects and private payoffs, nobody knows anyone else's
409+ payoff function — only a distribution over the possibilities. That is precisely a
410+ *Bayesian game*, and its solution concept is the *Bayes–Nash equilibrium*
411+ (Harsanyi's generalisation of Nash to hidden "types"). The *reveal dial* — how
412+ much of your build you disclose, and when — is a *signalling game* (Spence):
413+ disclosure becomes a strategic, sometimes costly, move rather than bookkeeping.
414+
415+ This matters because it makes the character system *load-bearing on the theme*
416+ rather than cosmetic. The game's central concept is upgraded from
417+ complete-information Nash to Bayes–Nash — a richer equilibrium space — and it
418+ does so through the *characters*, which is exactly where players' attention
419+ already is. The players need never hear the word "Bayesian"; they will simply
420+ find they are reading each other rather than reading a stat block.
421+
422+ *Why the Core stays public:* fully hidden information stalls a kitchen-table
423+ game — analysis paralysis sets in, and table talk breaks down when nobody can
424+ read anybody. Public Cores keep the table legible ("everyone can see you're a
425+ techno-plutocrat") while the hidden layer preserves the Bayesian structure.
426+ Legibility on the outside, uncertainty underneath. The eXchange pillar (DD-011)
427+ depends on this: players must be able to read each other *enough to bargain at
428+ all*.
429+
430+ *Alternatives considered:*
431+
432+ * *Everything public* (the current design) — rejected: complete information, no
433+ signalling, characters reduce to stat blocks.
434+ * *Everything hidden* — rejected: unreadable table, kills negotiation, breaks
435+ DD-011.
436+
437+ *Status:* RESOLVED (in principle). The exact reveal mechanism — voluntary,
438+ triggered, or costed — is Phase 1 / playtesting work.
439+
440+ [NOTE]
441+ ====
442+ *Game title deliberately parked.* The shift to Bayes–Nash raises an obvious
443+ question about the title. It is *explicitly out of scope for now* (Jonathan,
444+ 2026-07-16): "The Nash Equilibrium" has the better ring, the audience is not
445+ mathematicians, and the name is — remarkably — unclaimed. DD-001 stands
446+ unchanged. Recorded here only so the reasoning chain survives and this is not
447+ re-litigated by accident.
448+ ====
449+
450+ *FAQ:*
451+
452+ * _Q: If the equilibrium is really Bayes–Nash, is the game misnamed?_
453+ A: No. A Bayes–Nash equilibrium *is* a Nash equilibrium — Nash's concept
454+ extended to incomplete information, not a rival to it. The title remains
455+ accurate. See the parking note above; this is not a live question.
456+
457+ * _Q: Doesn't hidden information make the game feel unfair, like DD-007 warned?_
458+ A: DD-007 rejected hidden *boundary levels* — the shared constraint must stay
459+ visible, and it does. Hiding a player's own aspects is different: it is
460+ symmetric (everyone has hidden aspects), it is about *players*, not the world,
461+ and it is the source of the negotiation the game is built on.
462+
463+ '''
464+
319465== Open Questions Tracker
320466
321467[cols="1,3,1"]
322468|===
323469| ID | Question | Status
324470
325- | DD-006 | Named characters vs. archetypes? | OPEN — Jonathan + Joshua to discuss
326- | DD-008 | Complexity management approach? | OPEN — playtesting needed
471+ | DD-006 | Aspect pool + private-objective deck content | OPEN — Phase 1 drafting (framework RESOLVED 2026-07-16)
472+ | DD-008 | Complexity management approach? | OPEN — playtesting (character dial resolved by DD-006)
327473| DD-009 | Game length (32 turns vs. shorter)? | OPEN — playtesting needed
328474| DD-010 | Cascade threshold (8 correct?) | PROVISIONAL — playtesting needed
329475| DD-011 | eXchange binding mechanics? | OPEN — core design needed
330476| DD-012 | eXperiment randomness level? | OPEN — core design needed
477+ | DD-013 | Reveal mechanism (voluntary/triggered/costed?) | OPEN — Phase 1 (model RESOLVED 2026-07-16)
331478|===
332479
333480== Decision Template
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