2026-09-07 14:43:01
Anonymous:
DES106 r4 (Campaign r13): take PMR011's working geography in place of the lead's r2 answer to the Campaign designer (upper region plus connected lower regions; a network with lateral travel and returns, not a descent spine; a layer holds several places; old districts reusable material; no inherited one-plus-one berth cap); add Hearth's development across the upper phase as the furnace project in parts, with Tavi's map and the people's situations moving on every return and optional salvage banked until a project earns a new action; handoffs updated. r3 (845a72) in history.
hold the flood/campaign.md ..
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## 0. Under the owner's direction: what the design keeps, what it loses, and a three-ending progression (DES106 r1, a proposal)
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**DES106 r3, on the Campaign page at r12 · 2026-09-07 · Lead Game and Systems Designer · In review · r3 answers PMR011 (Tasks 79e90a; the room's 48 and 49): the roof's discoveries and build opportunities are enumerated, the early-solved lift is specified without a flag, the real resolution is written as the lead's proposal rather than a bracket, and the stun-kill is ruled (execution needs the pulse) with the survivors and the scene without the Relay, mirrored on the contract at r9; Equipment's seven-origin note and the Troll's TRL-WB1 are taken. r2 (dd963a) is in history. r2: Answers the Lead row of the [current priority on Tasks](/Hold%20the%20Flood/Tasks#current-priority-apply-the-owners-discovery-first-direction): the impact of the [owner's answers](/Hold%20the%20Flood/Brief#game-vision) on the existing design, and a high-level progression from the apparent first ending to the real ending and the optional deepest secrets, with the content each layer assumes. r2 places the layers on the Visionary's replacement proposal, [The World Below](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), supplies the stretch the proposal leaves to the lead, from the answering settlement to the real ending and the deepest secrets, answers REV106-4 and the critic's link caution, records Combat's Choir Cascade ruling with the lead's decision on the cap (mirrored on the contract at r8), accepts Colony's project loop as the refuge's systems shape, and answers the Campaign designer's three questions from Districts r14. r1 (fb24be) was written before the premise existed and is in history.** Read against Brief 342043, Tasks b2d9ea, World 5deede (WLD105), Colony cf90ad (COL103), Equipment f8b2fb and Echo Relay e3ffcf (E9), Combat r13 600893 (section 12), Enemies r12 0a56ba, Districts r14 90ded2, Design Review REV106 r2 786435, Clarity r28 3e1da4, the register's TRL-AS1 r3, and the project room through message 43. The Visionary owns the premise and World and Colony own its people and clues; where a bracket remains below it is a placeholder for them. The Campaign designer places whatever survives in geography; this section picks no places. Nothing here is an owner approval, a measured duration, a count, or permission to develop.
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**DES106 r4, on the Campaign page at r13 · 2026-09-07 · Lead Game and Systems Designer · In review · r4 takes PMR011's working geography as recorded on PM Reviews 726f09 and Tasks 8e9290 in place of the lead's r2 answer to the Campaign designer: an upper region and connected lower regions, a network with lateral travel and returns rather than a descent spine, no inherited berth cap; and adds Hearth's development across the upper phase as the furnace project in parts. r3 (845a72) is in history. r3: r3 answers PMR011 (Tasks 79e90a; the room's 48 and 49): the roof's discoveries and build opportunities are enumerated, the early-solved lift is specified without a flag, the real resolution is written as the lead's proposal rather than a bracket, and the stun-kill is ruled (execution needs the pulse) with the survivors and the scene without the Relay, mirrored on the contract at r9; Equipment's seven-origin note and the Troll's TRL-WB1 are taken. r2 (dd963a) is in history. r2: Answers the Lead row of the [current priority on Tasks](/Hold%20the%20Flood/Tasks#current-priority-apply-the-owners-discovery-first-direction): the impact of the [owner's answers](/Hold%20the%20Flood/Brief#game-vision) on the existing design, and a high-level progression from the apparent first ending to the real ending and the optional deepest secrets, with the content each layer assumes. r2 places the layers on the Visionary's replacement proposal, [The World Below](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), supplies the stretch the proposal leaves to the lead, from the answering settlement to the real ending and the deepest secrets, answers REV106-4 and the critic's link caution, records Combat's Choir Cascade ruling with the lead's decision on the cap (mirrored on the contract at r8), accepts Colony's project loop as the refuge's systems shape, and answers the Campaign designer's three questions from Districts r14. r1 (fb24be) was written before the premise existed and is in history.** Read against Brief 342043, Tasks b2d9ea, World 5deede (WLD105), Colony cf90ad (COL103), Equipment f8b2fb and Echo Relay e3ffcf (E9), Combat r13 600893 (section 12), Enemies r12 0a56ba, Districts r14 90ded2, Design Review REV106 r2 786435, Clarity r28 3e1da4, the register's TRL-AS1 r3, and the project room through message 43. The Visionary owns the premise and World and Colony own its people and clues; where a bracket remains below it is a placeholder for them. The Campaign designer places whatever survives in geography; this section picks no places. Nothing here is an owner approval, a measured duration, a count, or permission to develop.
### 0.1 What the owner's answers do to the existing design
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**The roof, to the first credits.** The goal the player can state is Senn's: the heat cell from the Bell House before the cold night, then the central furnace before winter. Play is the loop as the proposal writes it: a rack with two cells reserved for the cell; the Coil's pulse through the seven wet bells as the bounded first lesson; the upper sanctuary's trips restoring routes, bringing furnace parts home and following the seven-bell marks; the Echo Relay found on those marks; the first Choir Cascade clearing the furnace hall long enough to restart it. The discoveries here are the small reinterpretation, a family song heard as technical memory when the old doors answer it in order, and the first larger-world hints, the marks that lead somewhere and the flooded-stair relief seen upside down. Builds grow from the Coil and one Battery to the six-cell chassis, and the first ridiculous build lands before the credits. At home, Senn's room warms, Mara's bench shows the casing and the bell spacing, Tavi's map turns, and Hearth's projects begin. What ends it is the furnace lit: Senn's stated need is met and the credits are real. Two structural rules the lead adds: the furnace hall is the first place the wipe is possible and the only place it is required before the credits, and the Relay lies on the marked route so that it cannot be missed by a player following the marks; a player who reaches the hall without it needs a slower way to restart the furnace [placeholder: drain the hall's ring and fight the remainder dry], stated as a recovery, not as a second main line.
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**Hearth across the upper phase** (PMR011: meaningful settlement development before the credits, not deferred benefits called a loop). The furnace is Hearth's first authored project, and it is made of parts: each furnace part brought home is installed where the player can see it, and each installation changes the place, warmth reaching one more room, a door that was shut for the cold standing open, a person moved back into a space they had left. That is the settlement development of the upper phase, and it needs no capital spending: the parts are promised cargo, resolved before any shopping, and the visible tally of the hall's parts is the player's progress toward Senn's goal. Beside it, Tavi's base map grows with every relief and route the player has personally seen, the notebook fills, and the three people's situations move with each discovery, Mara wrong about the rooftops a little earlier each time. Optional salvage is banked until a project earns a new field action, as Colony and PMR011 now say; the first return's real decisions are the cargo and the next known lead.
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**Before the first credits: the distinct discoveries and build opportunities** (PMR011 asks for them substantial and distinct; brackets are the Visionary's to fill). Each discovery is a thing seen and tested; each build is legal under the rack rules as they stand and under the ruling in 0.4.
| Discovery, before the credits | Where | What it changes |
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**If the lift opens before the furnace** (PMR011: specify it; no invisible credits flag). The lift opens whenever the verse's order is entered on the handles, because the doors answer the order and nothing else; the game never counts the credits as a state. A player who opens it early rides down to the first landing and sees the scale and the lights, and the wonder lands early, which is allowed and is a real reward for reading the stair. Mara's fear and Tavi's excitement play then rather than later. The goal display keeps the furnace as Senn's need and adds the settlement as a second goal the player may pursue in either order. The first credits still roll when the furnace is lit, whenever that is; the archive plate then confirms a reading the player already made, which is what it is for the observant anyway, and Tavi's copy at home still happens. The route to the answering settlement crosses the flooded ring where the Flood gathers; without the Cascade that crossing is slow and costly, as the Bell House's dry gallery was, and it is never locked. Content assumption: the first landing and the ring are playable in both orders, and the archive reads correctly whether or not the lift is open.
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**The lift, to the first landing and the answering settlement.** After the credits the archive plate gives the crowned relief its second reading, the song opens the lift, and the goal the player can state is the proposal's: reach the nearest answering settlement, establish a safe two-way route and bring its message home. The discovery is the larger world, the owner's second kind, delivered as places: the first landing's scale, the garden, the lights. The first descent crosses a flooded ring where the Flood gathers between layers, and the Relay meets a second landmark network that is not bells [placeholder: a tuned cistern ring], so the player learns that the Cascade generalises and that a longer route sharpens cargo against equipment. The route is a standing state with a cost at home: the reopened shaft is one the Flood can follow, which is what makes Senn's later authored defence and the receiving alcove real rather than scheduled. The first landing is a supported shelter, the retained one-supported-shelter rule moved below. What ends it is the message received and carried home.
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**The lift, to the first landing and the answering settlement.** After the credits the archive plate gives the crowned relief its second reading, the song opens the lift, and the goal the player can state is the proposal's: reach the nearest answering settlement, establish a safe two-way route and bring its message home. The discovery is the larger world, the owner's second kind, delivered as places: the first landing's scale, the garden, the lights. The first descent crosses a flooded ring where the Flood gathers between layers, and the Relay meets a second landmark network that is not bells [placeholder: a tuned cistern ring], so the player learns that the Cascade generalises and that a longer route sharpens cargo against equipment. The route is a standing state with a cost at home: the reopened shaft is one the Flood can follow, which is what makes Senn's later authored defence and the receiving alcove real rather than scheduled. The first landing is a shelter and a place the route returns to; how many such shelters the lower regions support is the Campaign designer's to propose, and the old one-plus-one berth cap is not inherited (PMR011). What ends it is the message received and carried home.
**The descent, to the real ending.** PMR011 asks for a real resolution rather than a bracket, so this is the lead's proposal for it, written so that PM has one to judge; the Visionary and World may replace it, and the shape survives any replacement. The settlement below has heard Hearth's signal and answered because it has been listening for generations. Its people kept the verses Hearth lost, and they know the way further down is sealed: the layers were sealed from the top down, one settlement at a time, in the song's order, and the songs were given to children so that the order would outlive the reasons. That is the campaign-wide reinterpretation, the owner's first kind at full size: the plate's seven descending shafts are seven settlements' lifts, each sealed from below, and the crown is Hearth's own lift head. Hearth is the top of a chain, not the roof of a ruin. The goal the player can state at each step is a task: reopen the chain one settlement at a time, and reach the layer that was sealed first. Each settlement keeps a different account of why the sealing happened, and this is the owner's third kind of discovery, history and mythology found while seeking power and passage: one says it was protection, when the Flood first rose through the rings; another says it was control, the upper layers keeping the warmth and the power for themselves; they disagree about who sealed whom. Whose account the player trusts changes the route, which shaft to open next, and the ally, whose people help, and never opens a door, as World's key-or-history rule says. Builds grow by new landmark networks and by parts the settlements below kept, which Equipment owns; the measure remains new interactions, not items, and the Cascade at a place's full landmark count is the player's own preparation made spectacular. The resolution: at the layer sealed first, the sealing chamber and the last account, which is that the seal was both things at once, a hold on the Flood's migration through the rings and a hold on the power, and that whoever reopens the chain fully lets both move. Hearth's decision is the standing state the real ending turns on: reopen the chain fully, joining the settlements, letting power and people move and the Flood migrate between layers so that the rings must be held; or keep the layers apart with controlled routes, safe and separate, the lights answered but never joined. Mara and Tavi disagree; the settlements disagree; the decision is lived with at home and below, and the real credits show its cost. Two constraints from the owner hold: the decision is about people and passage, with the Flood a condition of it and never its cause or its fuel; and the reinterpretation is fair the way the relief's is, seen in three places, testable safely, recoverable at home.
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- **The return grammar in every place below**: a first visit, a return because the objective changed, a return because the world changed, and optionally a mastery return; the Campaign designer's revisit test applies. A place that supports only the first is a corridor.
- **Build interactions, not items**: the Relay generalises to at least one network that is not bells before the descent ends, and parts from below add interactions, with preparation at Hearth needed to attempt them. The measure is how many interactions the player can discover, not the catalogue's length.
- **The furnace hall's recovery**: the Relay on the marked route, and a slower way to restart the furnace for a player who reaches the hall without it.
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- **Hearth changes on every upper-phase return** by a furnace part installed, a map grown or a person's situation moved, without a capital project.
- **Both orders playable**: the lift, the first landing and the ring work whether the furnace is lit or not, and the archive reads correctly either way; no state counts the credits.
- **Two credits sequences, both real**, and the apparent one honest: the furnace stays lit.
- **The notebook as a system** with the changed-meaning state, shared with Tavi's map, and a current goal always visible outside it.
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### 0.6 Handoffs, and the lead's answer to the Campaign designer
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**To the Campaign designer, answering the three questions in Districts r14, section 0** (the lead's proposal; PM and the Visionary to confirm). First, the layered sanctuary replaces the surface districts; the surface is the upper sanctuary around Hearth, and the old districts do not sit beside it. Their ideas travel as places, not as districts: the Exchange's room where a choice lands somewhere the player is not standing, the Collector's withheld wave that makes a call flash empty, the pumping district's lesson that joined water carries power and attraction. Second, a layer holds several places; the unit that replaces a district is a place reachable in one expedition from Hearth or a landing, and a layer is the unit in which the map grows. Third, the spine is descent, and every expedition still begins and ends at Hearth or at a supported landing, so travel between places becomes travel between landings, and the two-way route the post-lift goal establishes is the first standing one. Your five premise-independent rules survive as you list them, with one renaming: one held dock plus one supported shelter becomes Hearth plus one supported landing below. Hold the district pages as you propose; the Lock Flight, the Tram and the Tidal Barrier stay on this page as superseded material and no transfer is needed. Your withdrawal of the hour figures is the right call and this section makes none.
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**To the Campaign designer, on the three questions in Districts r14, section 0.** PMR011 resolves them as a working assumption for drafting, and the lead's r2 answer is replaced by it: Hearth and the upper-sanctuary routes form the upper region; inhabited lower regions connect through dangerous wet service regions; a layer may contain several distinct explorable places and is not a district-count unit; progress opens a network with return travel to Hearth and lateral destinations, not a one-way descent; the old seven surface districts are reusable scene material, not a second mandatory campaign; and the old one-plus-one berth cap is not inherited without a new reason. The lead integrates; you own the compact spatial and progression proposal with alternative paths and what changes on returning, without waiting for another approval round, and may challenge the assumption with a concrete better fit. What the lead keeps from r2: the old districts' ideas travel as places (the room where a choice lands elsewhere, the withheld wave that flashes empty, the lesson that joined water carries power and attraction), and your five premise-independent rules survive, the berth cap excepted. Hold the district pages as you propose; the Lock Flight, the Tram and the Tidal Barrier stay on this page as superseded material and no transfer is needed. Your withdrawal of the hour figures is the right call and this section makes none.
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**The rest.** The Visionary: the descent's shape, the second reinterpretation and the ending's decision, accepted or replaced; the furnace hall's recovery. The Campaign designer: once the Visionary rules, place the first descent, the first landing and the answering settlement, and run the revisit test on the descent. Equipment and Combat: countersign the contract's r9 row on the Relay, the pulse-conditioned stun-kill and the landmark cap, or contest them there; Combat, with the Campaign designer placing it, composes the furnace encounter under that frame; Equipment mirrors the ruling after countersign and retires the paid-bench references as PMR011 asks; the Visionary and Equipment answer the Troll's TRL-WB1. World: the plate's second chain, made fair the way the relief's is, and the settlements' competing accounts. Colony: the prices when the projects' field actions exist, on the principle in 0.3, and the landing as a supported shelter. The critics, the reader and the Troll: REV106-4 against this revision; whether the descent's goal is a task at every step; whether the cap ruling keeps the moment legible. PM: disposition of DES106 r3 and contract r9; D022 and D024 marked superseded in the decision log; whether the layered shape goes to the owner together with the Visionary's premise.
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**The rest.** The Visionary: the descent's shape, the second reinterpretation and the ending's decision, accepted or replaced; the furnace hall's recovery. The Campaign designer: the compact spatial and progression proposal under PMR011's geography, with the first landing, the answering settlement and the lateral routes, and the revisit test run on it. Equipment and Combat: countersign the contract's r9 row on the Relay, the pulse-conditioned stun-kill and the landmark cap, or contest them there; Combat, with the Campaign designer placing it, composes the furnace encounter under that frame; Equipment mirrors the ruling after countersign and retires the paid-bench references as PMR011 asks; the Visionary and Equipment answer the Troll's TRL-WB1. World: the plate's second chain, made fair the way the relief's is, and the settlements' competing accounts. Colony: the prices when the projects' field actions exist, on the principle in 0.3, and the landing as a supported shelter. The critics, the reader and the Troll: REV106-4 against this revision; whether the descent's goal is a task at every step; whether the cap ruling keeps the moment legible. PM: disposition of DES106 r4 and contract r10; D022 and D024 marked superseded in the decision log; whether the layered shape goes to the owner together with the Visionary's premise.