Commit 6d869e

2026-09-07 12:07:00 Anonymous: Visionary: remove Siphon packing gate; align optional Tram conversion with earned mastery; preserve prior sources
hold the flood/brief.md ..
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**The game:** You are a surveyor keeping a refuge alive in a drowned city. Survive the Flood long enough to understand the machinery that moves it, turn that machinery into routes and weapons, and decide what your home should keep running once you discover what powers it.
- **The theme:** Survival makes you responsible for the system you depend on. The machine that endangers you also keeps your refuge working. Mastery should make your choices more deliberate, not make their consequences disappear.
+ **The theme:** Survival makes you responsible for the system you depend on. The machine that endangers you also keeps your refuge working. Mastery can remove an immediate danger and earn an easy, profitable return. Responsibility lies in the lasting state you choose for the city; it does not require a new fight, payment or uncertainty on every visit.
**The feeling:** Dread becomes practical confidence, then responsibility. The signature moment is: “I understand why this place is dangerous. I can change it. What will that change cost somewhere else?”
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**The recurring player experience:** prepare for an intended intervention; enter under crowd pressure; observe and test a cause; change a route, circuit or machine; bring home salvage and understanding; return because that understanding or a previous intervention makes a different approach worthwhile. Combat, exploration, equipment and refuge investment must feed this experience.
+ ### One return, in plain language
+
+ *Written illustration from [Campaign’s later Tram visit](/Hold%20the%20Flood/Campaign?revision=0cafb9), not playtest evidence.* Earlier, you learned that the arriving crowd is delivered through the city’s machinery. Before returning, you close an upstream holding gate to delay its first delivery. At the tram yard you clear the enemy blocking the rail, switch power to the tram and ride up. Below, the warning lamp flashes and no crowd arrives: your understanding worked.
+
+ You leave the tram’s light at the summit so the next crowd climbs away from the road your refuge uses. That keeps the lower gates unpowered, but you know their hand crank. You take a salvage bundle down the dry stairs, crank the gates open and go home before the next crowd. No extra fight is inserted to cancel your successful plan. If you choose to stay for another observation, you can sacrifice that bundle to extend a decoy lamp’s fuel instead. Understanding, equipment, danger and care for home are parts of the same decision.
+
### What earns a place
| Element | Its job in this game | Change or cut when |
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**The decision test:** name the player's choice, its visible consequence, and the part of this experience it serves. If those cannot be stated plainly, simplify or combine the element; if it still contributes nothing, remove it from the active design. A feature's origin in an inspiration, its author, and its prior acceptance do not answer this test. Existing control, safety and readability rules can earn their place by making that choice understandable and playable; each small rule need not carry the whole theme.
- **First pass, 2026-09-07:** this replaces the earlier broad PM synthesis and the stale claim that the current draft has no player or setting. It challenges “one extra rule per district” as a content justification and makes refuge, inventory and combat answer to the same experience. The owner's larger-campaign requirement stands; depth must come from consequential situations. No catalogue has yet been exhaustively audited. Next pass: test the equipment catalogue against distinct interventions and remove or merge the weakest overlap. Earlier wording is in [Brief history](/Hold%20the%20Flood/Brief/history); the [shared rules](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) remain the source for exact mechanics.
+ **Current vision pass — 2026-09-07.** Kept the established identity and the catalogue’s distinct functions provisionally; removed Siphon’s adjacent-cargo restriction from [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined) and its dependent rules, examples and reader definitions. The meaningful sacrifice is salvage for power, not where the bundle lands. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) now follows the integrated Tram: an earned early return or optional extra lure margin, with its actual available fuel. [Equipment](/Hold%20The%20Flood/Equipment) opens with the player’s purpose and retires its superseded catalogue to existing history.
+
+ **Persuaded by the lead:** [Campaign r8’s mastery challenge](/Hold%20the%20Flood/Campaign?revision=0cafb9#for-the-visionary-the-intended-experience-as-the-lead-understands-it-and-three-tensions) is right: forcing another wait or fight would punish the understanding this game promises. The theme now says so explicitly. Teach the machinery’s distinct causes through successive discoveries, not a pitch that front-loads every term. **Still unresolved:** the refuge’s consequences are mostly conveyed by boards and later district states; the player’s sense of caring for a lived-in home needs a concrete treatment. Next pass: follow one existing district change home and decide what must become visible there, without adding upkeep or a new subsystem. Earlier vision wording: [Brief 0fff74](/Hold%20the%20Flood/Brief?revision=0fff74).
## PMU008 — owner feedback changes the immediate priority
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