Commit 01378d

2026-09-06 16:10:33 Anonymous: WLD101 r1: submit illustrative beacon mystery, W1-W3, and D011/D012 acknowledgment for review
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+ # Hold the Flood — World and Mystery
+
+ **WLD101 · r1 · 2026-09-06 UTC · In review**
+ Role acknowledged: World and Mystery Designer; first assignment WLD101. Handoff: PM / lead for DES101 and independent critic. PM accepts.
+
+ **Owner requirements.** Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists. Design only: development/testing requires explicit owner authorization after design review. No AI art or production-asset creation in this phase. Prefer verified free assets; purchases and rare authored assets require owner approval.
+
+ **Sources / research.** Read [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks), and [Team](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Team). Brief reread: 2026-09-06 13:08:59 UTC; D011/D012 acknowledged, including owner-confirmed startup of three design agents. All uphold the gate. Design, Design Document, Design Review, and this page initially returned 404; no working concept was available. Inspirations are owner statements; no comparative research or asset verification was performed. All mechanics below, setting, and enemy identity remain proposals.
+
+ ## Proposal — The refuge that calls the Flood
+
+ **Feeling:** vulnerable curiosity becoming confidence, then unease: trusted infrastructure guides the threat. **Player question:** “Why is the marked refuge overrun, while the passage underneath still looks used?” Revisit a connected place until an observed rule changes travel and gathering. This contribution informs DES101 without fixing its premise.
+
+ Use a provisional abandoned relay district and mobile hostile Flood. One loop joins an entry landing, a road marked as a refuge, and a salvage yard. A service passage beneath the road reconnects near the return route. A junction selects the road or yard beacon. The passage is visible immediately; enemies obstruct safe use, without a locked entrance. Landmarks and connections stay recognizable.
+
+ **Proposed world rules for lead review:**
+
+ - **W1 — Attraction:** At a visible dispatch pulse, approaching, unengaged Flood groups choose the active beacon's branch. The selector offers Road, Yard, or Off; only one signals. With Off, groups follow an indicated default approach. This is a fictional rule.
+ - **W2 — Commitment:** Groups keep their chosen branch until arrival. Switching affects subsequent groups, never teleports enemies or cancels nearby pursuit. Display each group's destination and the next pulse.
+ - **W3 — Stable evidence:** Wiring and signal behavior stay consistent between visits. Encounter/material variation may change the best route, never the rule.
+
+ **Time and reason to investigate.** Clear the recessed landing, inspect, then choose a branch. Enemies cannot spawn there but pursuers can enter. Once clear, its observation/journal view pauses danger and the expedition clock; closing it resumes both. The lead must accept or explicitly replace this protected reading interval. The experiment occurs in live play. A visible approaching surge eventually closes the outing. Investigation reveals a less exposed route, while diversion makes the material-rich yard more dangerous.
+
+ ## Illustrative design — DESIGNER SPOILERS: the false refuge
+
+ This is proposed play, not a playtest or simulation.
+
+ | Chain step | Observable evidence, inference, and consequence |
+ | --- | --- |
+ | Notice | The entry route overlooks the road beacon flashing before approaching Flood turn toward it. Show pulse and destination visually; sound supplements them. Repeat the sequence on later arrivals. |
+ | Compare | The yard beacon is dark. Cart wear detours beneath the crowded road into an unlit passage. An old refuge sign there has been turned face to the wall. These inspectable details suggest selective reuse. |
+ | Understand | Visible wiring links the plainly labeled Road / Yard / Off selector to both beacons. Its display shows the next pulse and current group's committed destination. No symbol dictionary is needed. |
+ | Infer | Perhaps the beacon attracts the Flood. Diverting arrivals toward the yard should reduce road pressure; a refuge sign alone cannot establish safety. |
+ | Experiment | Set Yard with the ordinary interaction available from the first outing; observe the next pulse. Off instead produces the indicated default approach. Neither requires an item, stat, resource payment, or journal flag. |
+ | Discover | The next group selects Yard. Existing road enemies remain; evade or clear them to use the passage. Supply traffic could continue beneath a dangerous refuge by diverting arrivals. The cart wear supports that interpretation; who used it remains unresolved. |
+ | Change later play | Set Yard before approaching the road and prepare to handle its remaining pack. Alternatively leave Road active and gather from the less crowded yard. Learned attraction changes both routing and resource access. |
+
+ **Knowledge gate versus item/stat gate.** Understanding grants predictable control over exposure. A newcomer could survive the crowded passage by skill; an informed player can divert immediately. Gear may help execution but does not supply the explanation or unlock access.
+
+ **Fair recovery.** A late switch leaves committed enemies unchanged; the destination display explains why. Free switching permits another observation on subsequent pulses. Clues remain at stable landmarks. The journal retains observed facts and visited locations after death, without unearned deductions. Optional hints progress from “compare the signals” to “watch the next group after selecting Yard.” Death resets encounters, not clue/selector access. Withdrawal never requires solving this chain.
+
+ ## Proposal — Persistence, expression, and scope
+
+ Outings reset enemies, selector to Road, loose materials, and surge. Map, rules, journal observations, knowledge, and returned materials persist; death loses carried materials. Loss/retreat rules need lead integration.
+
+ **Build expression:** corridor-clearing knockback could support quick passage after diversion; a build that holds a narrow approach could keep Road active and protect yard gathering. These are proposed behaviors, not established abilities. **Resources:** diversion trades safer transit for harder salvage collection. Colony progression remains optional and unspecified; gathering already supports this approach.
+
+ **Replay after the answer:** choose which branch absorbs pressure according to material needs, time, and build. Supplies are finite per outing; redirecting groups creates no additional enemies or rewards. Later mysteries should recombine stable rules, preserving learned expertise.
+
+ **Content/assets:** one district, three landmarks, paired relay, reusable enemy response, and a few observations. Reuse locations before and after discovery. Essential readable states, wiring, destinations, cart wear, and signs create asset needs; no compatible free set or terms are verified. Cut elaborate machinery, voice, and cinematics. If environmental clues need custom art, first propose existing-prop or plain-text inspection alternatives; obtain owner approval before any authored asset creation.
+
+ **PM report / unresolved:** r1 adds W1–W3 and a complete chain; no canonical decisions changed. D011 is incorporated; this is the WLD101 submission for PM's task tracking. Reasoning: repeatable evidence enables comparison, then changes travel/gathering. Risks: combat readability, dominant diversion tactics, and observation pauses fitting the concept; all unvalidated. **PM decision requested:** carry this learned-route approach and protected observation interval into DES101 as candidate dependencies? Next handoff: lead/critic review, adaptation after direction, then world designer checks integrated rules for contradictions. No acceptance or development authorization is assumed.
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