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199 changes: 173 additions & 26 deletions docs/game-design/DESIGN-DECISIONS.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -140,43 +140,113 @@ a partnership, not a contribution.

*Raised by:* Claude

*Decision:* OPEN — needs discussion between Jonathan and Joshua.
*Decision:* RESOLVED (2026-07-16, Jonathan with Joshua concurring) — *neither
horn*. Ship an *immutable archetypal Core* plus a *character builder*. The player
supplies the name at their own table; nothing is printed.

*The question:* The initial design uses named historical/contemporary figures
(Queen Isabella, Gandhi, Elon Musk, Green Activist). Should these be replaced
with archetypes (The Colonist, The Pacifist, The Innovator, The Steward)?
*The question (as originally framed):* The initial design uses named
historical/contemporary figures (Queen Isabella, Gandhi, Elon Musk, Green
Activist). Should these be replaced with archetypes (The Colonist, The Pacifist,
The Innovator, The Steward)?

*Arguments for named characters:*
*Why the original framing was wrong:* Both horns lose something. Named figures
carry recognition but also likeness exposure and a shelf-life problem. Flat
archetypes are safe but bland. And the earlier "best of both worlds" compromise
— archetype mechanics with named figures as printed flavour text — still *ships
the name*, so it keeps the exposure it was trying to avoid while gaining little.

* Immediate recognition and engagement
* Historical connection reinforces educational value
* Flavourful and memorable
*What was decided instead:* A character has layers.

*Arguments for archetypes:*
[cols="1,3", options="header"]
|===
| Layer | Content

| *Core* (immutable)
| The archetypal essence — a *type*, never a person. Fixed. Makes the character
legible at the table. Always *public* (see DD-013).

| *Aspects* (chosen or drawn)
| A small pool that inflects the Core — strengths, a weakness, and an
appeal/antipathy pair (who rallies to them, who recoils). *Hidden* by default.

| *Name* (free)
| Player-supplied, at the table. Never printed.

| *Private objective* (hidden)
| A quiet parallel goal running alongside the main game. Non-critical, but adds
challenge and risk-appetite variance.
|===

*Reasoning:*

* Avoids likeness/trademark concerns (especially living people like Musk)
* Ages better — public perception of named individuals shifts over time
* More inclusive — archetypes can represent broader movements, not individuals
* Gandhi as a game character is culturally sensitive territory
* Musk is polarising — could alienate part of the audience
* *Legal.* The shipped artefact never names or depicts a living individual. It
ships a *class* of figure — "a Mars-fixated, cult-followed plutocrat" — which is
satire of a type. Any resemblance is supplied by the players at their own table:
their speech, not the publisher's.
* *Humour.* Freeing the name is what *licenses* the comedy rather than suppressing
it. The players do the impression; we hand them the stage. This is an
opportunity for contemporary satire, not a constraint on it.
* *Ageing.* A type outlives a person. The Core still reads in 2046 when today's
figures are footnotes.
* *Replayability.* The aspect pool means the same Core plays differently every
game. A static role card never does.
* *Theme.* Hidden aspects and private payoffs make this a game of *incomplete
information* — see DD-013. This is the largest gain: the character system
upgrades the equilibrium the game actually explores.
* *Complexity dial.* The builder doubles as the answer to DD-008 — presets for
beginners, builder for advanced play. Same system, two depths.

*The existing four roles are not lost — they become presets.* Queen Isabella,
Gandhi, Elon Musk and Green Activist are re-cast as *sample fully-built
characters*: identical mechanics, Core and aspects pre-chosen, name offered as a
*suggestion at the table* rather than a printing. See `player-roles.adoc` for the
framework and the four Cores.

*Design rule — private objectives must tug against the commons.* A private
objective is only interesting when it tempts the player to defect from the shared
planetary-boundaries constraint (DD-007) on a given turn: _help the boundary, or
quietly advance my own escape hatch?_ An objective merely *orthogonal* to the
commons is a solitaire task that pulls attention off the table. An objective
*incentive-misaligned* with it deepens the exact dilemma the game is about.
Misaligned, never independent.

*Potential compromise:* Archetypes as the mechanical identity, with named
figures as flavour text examples ("plays like a Gandhi — nonviolent, community-
centred, slow growth"). Best of both worlds.
*Alternatives considered:*

* *Named figures as shipped* (the original) — rejected: likeness exposure, ages
badly, and polarises.
* *Flat archetypes* (The Colonist, The Pacifist…) — rejected: safe but bland;
loses the recognition hook entirely.
* *Archetype mechanics + named flavour text* (the earlier compromise) — rejected:
still prints the name, so it retains the exposure while gaining little.

*Status:* OPEN
*Status:* RESOLVED — framework. Aspect pool and private-objective deck are Phase 1
drafting work.

*FAQ:*

* _Q: Are there legal issues with using Elon Musk's name?_
A: Potentially. Living public figures have publicity rights. Using the name
in a game without permission is legally grey. Archetypes are safer.
A: Moot under this decision — we don't use it. We ship the *type*; the player
names their own. The line to hold is *archetype, not portrait*: keep the printed
Core free of uniquely-identifying specifics (real company names, real quotes,
one-to-one biography) that would make it identifiable as one particular real
individual. A Mars-fixated plutocrat with a cult following is a *category*.
(Not legal advice — but that is the standard satire seam.)

* _Q: What about Gandhi?_
A: Gandhi's estate doesn't typically pursue game usage, but the cultural
sensitivity of reducing a complex historical figure to game mechanics is
worth considering. The archetype approach respects the legacy while
keeping the mechanical design intact.
A: Same resolution, and it defuses the cultural-sensitivity concern too. We ship
"nonviolent mass-mobiliser, cohesion over growth" as a Core. A table that wants
to name theirs Gandhi may do so; we are not reducing a real historical figure to
a stat block *in print*.

* _Q: But players will just name it Elon anyway — isn't that the same thing?_
A: No, and that distinction is the whole point. The game makes no claim about
any real person; it hands players a caricature of a *type* and they do as they
like with it. Fiction is not a documentary. As Jonathan put it: _"The Day of the
Triffids is never held to a standard of validity, reliability, and fidelity."_

* _Q: Doesn't a builder make setup slower?_
A: Only if you use it. Presets exist precisely so a Short Game starts in a
minute — deal a built character and play. The builder is opt-in (DD-008).

=== DD-007: Planetary Boundaries — Dashboard as Shared Constraint

Expand Down Expand Up @@ -217,6 +287,14 @@ comparable to Terraforming Mars (BGG weight 3.2/5) or heavier.
* *Quick-start scenario:* 30-minute single-era game
* *Reference cards:* Per-player aids with phase sequence and resource summary
* *Turn count:* Consider 20-24 turns instead of 32 (see DD-009)
* *Character presets vs. builder:* the DD-006 character builder *is* a complexity
dial — deal a pre-built preset for beginner mode, expose the aspect pool and
private objectives for advanced play. Same system, two depths, no separate
ruleset to maintain.

*Partial resolution (2026-07-16):* the *character-layer* dial is settled by
DD-006. The remaining question — boundary/resource/era counts, and the target
weight — still needs playtesting.

*Status:* OPEN (design question for playtesting)

Expand Down Expand Up @@ -316,18 +394,87 @@ research results, bluffing about capabilities).

'''

== Session 2: The Character Model (2026-07-16)

=== DD-013: Information Model — Public Core, Hidden Aspects (Bayes–Nash)

*Raised by:* Claude (structure), Jonathan (adopted; Joshua concurring)

*Decision:* RESOLVED — the *Core is always public*; *aspects and the private
objective are hidden*. This makes the game one of *incomplete information*.

*Reasoning:*

Once players hold hidden aspects and private payoffs, nobody knows anyone else's
payoff function — only a distribution over the possibilities. That is precisely a
*Bayesian game*, and its solution concept is the *Bayes–Nash equilibrium*
(Harsanyi's generalisation of Nash to hidden "types"). The *reveal dial* — how
much of your build you disclose, and when — is a *signalling game* (Spence):
disclosure becomes a strategic, sometimes costly, move rather than bookkeeping.

This matters because it makes the character system *load-bearing on the theme*
rather than cosmetic. The game's central concept is upgraded from
complete-information Nash to Bayes–Nash — a richer equilibrium space — and it
does so through the *characters*, which is exactly where players' attention
already is. The players need never hear the word "Bayesian"; they will simply
find they are reading each other rather than reading a stat block.

*Why the Core stays public:* fully hidden information stalls a kitchen-table
game — analysis paralysis sets in, and table talk breaks down when nobody can
read anybody. Public Cores keep the table legible ("everyone can see you're a
techno-plutocrat") while the hidden layer preserves the Bayesian structure.
Legibility on the outside, uncertainty underneath. The eXchange pillar (DD-011)
depends on this: players must be able to read each other *enough to bargain at
all*.

*Alternatives considered:*

* *Everything public* (the current design) — rejected: complete information, no
signalling, characters reduce to stat blocks.
* *Everything hidden* — rejected: unreadable table, kills negotiation, breaks
DD-011.

*Status:* RESOLVED (in principle). The exact reveal mechanism — voluntary,
triggered, or costed — is Phase 1 / playtesting work.

[NOTE]
====
*Game title deliberately parked.* The shift to Bayes–Nash raises an obvious
question about the title. It is *explicitly out of scope for now* (Jonathan,
2026-07-16): "The Nash Equilibrium" has the better ring, the audience is not
mathematicians, and the name is — remarkably — unclaimed. DD-001 stands
unchanged. Recorded here only so the reasoning chain survives and this is not
re-litigated by accident.
====

*FAQ:*

* _Q: If the equilibrium is really Bayes–Nash, is the game misnamed?_
A: No. A Bayes–Nash equilibrium *is* a Nash equilibrium — Nash's concept
extended to incomplete information, not a rival to it. The title remains
accurate. See the parking note above; this is not a live question.

* _Q: Doesn't hidden information make the game feel unfair, like DD-007 warned?_
A: DD-007 rejected hidden *boundary levels* — the shared constraint must stay
visible, and it does. Hiding a player's own aspects is different: it is
symmetric (everyone has hidden aspects), it is about *players*, not the world,
and it is the source of the negotiation the game is built on.

'''

== Open Questions Tracker

[cols="1,3,1"]
|===
| ID | Question | Status

| DD-006 | Named characters vs. archetypes? | OPEN — Jonathan + Joshua to discuss
| DD-008 | Complexity management approach? | OPEN — playtesting needed
| DD-006 | Aspect pool + private-objective deck content | OPEN — Phase 1 drafting (framework RESOLVED 2026-07-16)
| DD-008 | Complexity management approach? | OPEN — playtesting (character dial resolved by DD-006)
| DD-009 | Game length (32 turns vs. shorter)? | OPEN — playtesting needed
| DD-010 | Cascade threshold (8 correct?) | PROVISIONAL — playtesting needed
| DD-011 | eXchange binding mechanics? | OPEN — core design needed
| DD-012 | eXperiment randomness level? | OPEN — core design needed
| DD-013 | Reveal mechanism (voluntary/triggered/costed?) | OPEN — Phase 1 (model RESOLVED 2026-07-16)
|===

== Decision Template
Expand Down
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