2026-09-07 08:14:13
Anonymous:
DES104 r5 against EXT X33 and Districts r7: owner page carries criterion 11's four parts (player, value, scope, positioning deferred with the old short-game hypothesis withdrawn in that form) and section 10 lists the deferral; the Lock Flight canal is a switched state joined or parted on the board, never conditioned on extraction (Districts r7 rule 1); one supported berth city-wide and the board-before-launch rule adopted (rules 2 and 3); Colony r4's crane-parts acquisition noted; countersignatures recorded complete; sources and PM report
hold the flood/campaign.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Campaign (DES104)
-
**DES104 r4 · 2026-09-06 · Lead Game and Systems Designer · In review · Revised against the critic's REV104 r4 and r5 and the reader's Q51: the bargeman's plan is written to the lure's hundred seconds; the Weir intake sits beside its beacon and the Tram's board shows no intake while the panel is Off; the Heavy has its number back; a floater never leaves water; the Exchange points to its new page; section 8 carries the Campaign designer's accepted baseline with PM's caveats; section 7 cites REF110. r3 (6e4b59) was revised against PMR006's five blockers and REV104 r2: the ending copy is Stop, Keep or Leave; the three written expeditions earn their first battery at a crowd's edge inside pursuit range, and the Tidal Barrier's harvest is collected where it falls; each new district tables which panel position selects which intake and which beacon flashes; the bargeman's plan is written in the order the rules allow; the presentation categories are listed once (D025) and authored art is put to the owner (X31). r2 (b92234) and r1 (34dc09, 9d3590) are in page history.**
+
**DES104 r5 · 2026-09-07 · Lead Game and Systems Designer · In review · Revised against the External Critic's X33 and the Campaign designer's answer to Colony (Districts r7): the owner page now carries criterion 11's four parts, with positioning deferred until the ledger settles and the old short-game hypothesis withdrawn in that form; the Lock Flight's canal is a switched state, joined or parted on the board, never conditioned on extraction; one supported berth in the whole city; the countersignatures are complete. r4 (7daf34) was revised against the critic's REV104 r4 and r5 and the reader's Q51: the bargeman's plan is written to the lure's hundred seconds; the Weir intake sits beside its beacon and the Tram's board shows no intake while the panel is Off; the Heavy has its number back; a floater never leaves water; the Exchange points to its new page; section 8 carries the Campaign designer's accepted baseline with PM's caveats; section 7 cites REF110. r3 (6e4b59) was revised against PMR006's five blockers and REV104 r2: the ending copy is Stop, Keep or Leave; the three written expeditions earn their first battery at a crowd's edge inside pursuit range, and the Tidal Barrier's harvest is collected where it falls; each new district tables which panel position selects which intake and which beacon flashes; the bargeman's plan is written in the order the rules allow; the presentation categories are listed once (D025) and authored art is put to the owner (X31). r2 (b92234) and r1 (34dc09, 9d3590) are in page history.**
**Added by the Campaign and District Designer, 2026-09-06, without changing anything on this page.** The role this page stands in for is now staffed. Its first deliverable is [Districts (CAM101)](/Hold%20the%20Flood/Districts), which **adopts this campaign rather than proposing a rival one**: it takes section 2's set and section 3's districts as written, adds an independent count test and a recommended seven, the order of play and travel rules, the progression map, a bottom-up duration hypothesis, one consequence of failure and one alternative route to the head-works, and writes the two districts this page's coverage table marks as sketches — [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) and [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works). One disagreement is recorded there and not here: the refuge should not be counted as the eighth district. The transfer this page's bookkeeping anticipates is the lead's to make, not mine to take.
@@ 20,6 20,8 @@
- *A later build choice.* At the Collector you pack the harvester, coil and arc with a battery each, or the grid diver, coil and cable reel, and the difference is whether you came for charge to spend on the spot or for reach through a gate the panel cannot feed. Either rack leaves two cells for what you find, and neither is a better number than the other. (Build Paths, family one.)
- *The payoff.* At the head-works the governor has fresh grease and today's tally. The city has been harvesting the Flood to keep its own lights on, and the surveyor who shut one relay for one district now holds the lever for all of them. Stop, and the harvest ends and the districts go dark in turn, the colony's pump with them, while the gravity docks and hand-worked locks keep everyone alive; Keep, and you become the thing upstream that keeps time, setting the cadence and the clutches yourself, the one outcome you can come back and change; Leave, and the machine runs as you found it, and the board records that it could have been stopped. (The Head-works page; the contract's state table.)
+
**Who it is for, and what it offers.** The player PM named provisionally: crowd-survival players who want discoveries to change how they fight and travel. What offers value: one rule that is the weapon, the key, the lure and the fuel, learned by experiment in a district that is a machine, and now at campaign scale, seven machines on one water and a mystery whose evidence changes what you do next. Scope: section 8's thirty-five expeditions and about eight and a half hours of authored beats, a hypothesis. Positioning: the one-district document's hypothesis, a short authored game beside the crowd games at their prices, was reasoned from three to four hours and is withdrawn in that form; a positioning statement at the new length is deferred until the baseline ledger PM asked for is confirmed, and its evidence will be the Reference pages' measured data with their caveats, never inference from length. Those are criterion 11's four parts: the player, the value, the scope, and the positioning with its evidence and uncertainty.
+
**The count.** Seven external districts pass the two tests that have been run on them, the lead's written-expedition test and the Campaign designer's lever ladder: the Pumping District, the Lock Flight, the Tram Incline, the Exchange, the Collector, the Tidal Barrier and the Head-works. The refuge is not an eighth; it is where the levers land. The Salt Pans are deferred, not banned. PM records this as D022, provisional.
**What is designed and what is a hypothesis.** Three districts are in depth on this page, with written expeditions and charge ledgers that close under the rules as now ruled; three more, the Collector, the Head-works and the Exchange, are in depth on the Campaign designer's pages; the pumping district is the Design Document. The enemy roster, the equipment catalogue and the colony loop are the specialists' proposals, linked below, with the lead's dispositions recorded in the bookkeeping. The length is the Campaign designer's bottom-up hypothesis, which PM accepts as a content-backed drafting hypothesis and not as measured playtime: about thirty-five expeditions and eight and a half hours of authored expedition beats, with optional visits separate; section 8 carries it with its caveats.
@@ 99,7 101,7 @@
**Discovery chain.** Notice: the gauge boards at each lock are painted with times, not levels, and the lock house has a level log. Compare: the times on the boards are the dispatch times on the forecast, and the log's entries match the pumping district's relay drum, three marks per cycle. Infer: the crews worked the locks to the dispatch schedule; the Flood was being moved down the flight by water, on purpose, on the network's time. Act: nothing is required to leave; the log is the evidence, and it changes a later action, because a player who has seen the locks keep the relay's time reads the Exchange's drums (3.4) as one time source at a glance. In the world designer's terms the campaign clue is the painted gauge board, an inspectable object, and its redundant form is the tram's timetable board. Consequence and recovery: a surveyor who never reads the log still finds the crane parts; the log can be read on any later visit; on replays the flush trick is available from the first minute.
-
**Consequences.** For the refuge: the crane parts, two cells of cargo, are the material for the colony's reusable support assembly, the one advanced service it can assign to a district (Colony owns what they build); r1's third rack row is withdrawn under D023. For another district: leaving L2 open at extraction keeps the head basin drained and the upper canal joined to the Middle, which is the water road to the Tram Incline's summit berth; the colony can then support that berth. For a return: the weir dock, unheld on the first visits, is the other way in, and refitting the held dock there reverses which end of the flight is hot.
+
**Consequences.** For the refuge: the crane parts, two cells of cargo, are the material for the colony's reusable support assembly, the one advanced service it can assign to a district (Colony owns what they build); r1's third rack row is withdrawn under D023. For another district: L2 left open, with the head basin drained into the Middle, joins the upper canal to the Middle, which is the water road to the Tram Incline's summit berth; that is a switched state, and it persists as left whether the surveyor extracts or is rescued, shown on the refuge's board as the canal joined or parted, so nothing about it is conditioned on extraction (the Campaign designer's rule 1, Districts r7). With the canal joined the colony can support that berth. For a return: the weir dock, unheld on the first visits, is the other way in, and refitting the held dock there reverses which end of the flight is hot.
**Written expedition, lockkeeper, the district's third visit.** Rack at the dock: coil, one empty battery, insulation, four empty cells; priority list: the one battery. Panel found on Quay. Forecast: first surge at 3:00, intake quay; second at 8:00, intake quay.
@@ 284,7 286,7 @@
- **The roster is eight roles, merged** ([Enemies](/Hold%20the%20Flood/Enemies), [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat)): Walker, Floater, Heavy, Carrier, Anchor, Crust, Spark, Grounder. r1's four are in it: the Walker under Combat's name of the same role, the Floater transferred to Combat with its flow rule, the Heavy with Combat's wording, the Static merged into the Carrier with the Carrier's targeting sentence and the Static's short range. Each role deletes one assumption and reads by silhouette, never by tint or brightness alone.
- **Rulings the specialists asked the lead for:** the precedence stack (R1) and the bounded press (R2) are adopted as the drafting rules; a discharge keeps water energised for two seconds and stuns for eight (R3); a Spark's death is a hazard to the surveyor only, chosen at contract r4 and final, while the Combat and Spark pages still carry the crossed r3 row (REV104-15, theirs to mirror); the arc chains body to body and not through energised water (R10 declined, the bounded model PM recommended); a role may darken a beacon (R9, allowed under the contract's test; World names it); three statuses, closed (R7); the arc takes ten seconds, not the Glossary's twenty (C8).
- **Build paths.** [Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) gives three families, the Circuit Harvester, the Route Shepherd and the Salvage Breacher, each with an early, middle and late choice and a branch. The four beats on the owner page use them. The lead's early, middle and late table from r1 is superseded by that page.
-
- **Where the countersignatures stand:** Equipment has countersigned the contract in full (Equipment r3); Combat countersigned the coil window and R1 to R9 at Combat r5 and corrected both encounters, and still carries the crossed Spark row and a request that fixed power not energise open channel water, which the contract declines with its reason.
+
- **Where the countersignatures stand:** complete. Equipment countersigned the contract in full (Equipment r3); Combat countersigned the coil window and R1 to R9 at Combat r5, corrected both encounters, and at r6 reverted the Spark row to the ruled one and acknowledged the fixed-power ruling; the Floater page carries the in-water clause. Nothing is crossed.
---
@@ 292,7 294,7 @@
[Colony](/Hold%20the%20Flood/Colony) owns the loop; PM's D023 adopts its structure: one reusable support assembly and one active advanced service at a time, one-time refits instead of recurring dock-switch payments, free departure and return, and no upkeep or decay. The lead's answers to its six requests:
-
- **COL-I1, one-time outlet refit and a supported forward berth.** Adopted. The colony holds one baseline dock per district and may support one further dry shelter at a surveyed compatible connection while its service is assigned there; the Tram's summit berth is the first such connection, and it needs the Lock Flight's upper canal joined. The boat's range to the head-works follows the witnessed Barrier route, not a salvage purchase.
+
- **COL-I1, one-time outlet refit and a supported forward berth.** Adopted, with the Campaign designer's three rules (Districts r7) now in the contract: one supported berth in the whole city, never one per district, and a berth is a place to stop and never a way in; a rescue does not complete a commitment defined as completing at extraction, and the Lock Flight's canal is not such a commitment but a switched state, joined or parted; and every route-gating state is on the refuge's board before launch. The Tram's summit berth is the first such connection, and it needs the canal joined. The boat's range to the head-works follows the witnessed Barrier route, not a salvage purchase. Colony r4 adopts the crane parts as the assembly's material: two project parts, one cell each, banked separately, commissioning the assembly once with no fee.
- **COL-I2, inspected recipes and recorded racks.** Equipment's to argue; the lead's position is Colony's: recorded racks on revisits only, capped at six issued cells, so first visits keep their discoveries (D023).
- **COL-I4, the baseline return after a shutdown.** Adopted and written into the contract's state table: gravity docks, dry routes and hand-worked machinery survive Stop; powered conveniences go dormant; nothing banked is lost.
- **COL-I5, the reusable service loop in place of three decisions.** Adopted as structure; the four-bundle prices are Colony's proposals, and the Districts page's constraint stands: every unlock must be payable from the salvage of required expeditions, or the campaign has become a grind.
@@ 369,7 371,8 @@
4. **The roster and the weapons.** Eight enemy roles, three primaries and nine modules, no damage numbers. Recommendation: yes; more only by the same tests.
5. **The setting and the enemy's identity** remain yours, as before; the roles' names are placeholders the world designer will rename.
6. **The ending's shape.** Stop, Keep or Leave at the head-works, the relay room's three shapes at city scale, with the Districts page's two routes in; the slower position is merged into Keep, which is the one reversible outcome. Recommendation: yes.
-
7. **Authored art.** The one-district design assumed one likely custom asset, the enemy body. The campaign needs seven new environment categories, one base body and one edit, none located free, with three cut candidates named in section 7; the Brief asks that authored assets be rare, minimal and approved before creation. Recommendation: no purchase or custom request yet; the Reference Researcher audits free candidates against the list first, and only verified gaps come to you.
+
7. **Positioning.** Deferred until the baseline ledger is confirmed; the one-district document's short-game hypothesis is withdrawn in that form. Recommendation: decide the shelf and price after the critic's review of the whole package, on the Reference pages' measured data, and not from the length.
+
8. **Authored art.** The one-district design assumed one likely custom asset, the enemy body. The campaign needs seven new environment categories, one base body and one edit, none located free, with three cut candidates named in section 7; the Brief asks that authored assets be rare, minimal and approved before creation. Recommendation: no purchase or custom request yet; the Reference Researcher audits free candidates against the list first, and only verified gaps come to you.
---
@@ 377,10 380,12 @@
**Rule ownership after this revision** (PMR004 4: the lead records which definitions now own the rule). The four clauses, the dispatch condition, the state table and readable state: the shared rule contract. Precedence, press, targeting, damage and status grammar: Combat Rules. The roster: Enemies and its role pages, the Floater included. Rack, links, leakage, collection priority, field handling and accounting: Inventory and Charge, with the catalogue on Equipment and its item pages and acquisition on Build Paths. The colony loop, services, refits and the defence option: Colony. District order, travel, the progression map, the count test, the duration hypothesis, the Collector and the Head-works: Districts and its pages. The Lock Flight, the Tram Incline, the Tidal Barrier and the Exchange outline: this page, until the Campaign designer and the lead cut them to district pages in one agreed edit. The mystery, the campaign question and the clues: World and Mystery. The pumping district's rules and examples: the Design Document, until the editor's transfer.
+
**Sources read for r5.** External Critique r12 4e4d20 (X33); Districts r7 cd487b (section 3.3, the three rules) and r6 d2b9eb; Colony r4 527f2b; Combat Rules r6 6129ea; Enemies r7 7e588c, Spark r5 30c5cb, Floater r2 92603a; the Head-works r5 65403a; Tasks 13c20b; Disagreement Register r17 3fc3b9. The contract at r6 was written from the same sources.
+
**Sources read for r4.** Design Review REV104 r4 c3fc80 (archived at 66c091) and r5 4508fd; Districts r5 136fa9 and the Exchange r1 5bc625; Combat Rules r5 80835f; Enemies r6 e82646, Spark r4 730ee8, Floater r1 3ba723; Equipment r3 dc3aa2, Build Paths r3 7b7bf2, Arc r3 fc64bb; Colony r3 06acdb; World and Mystery r23 d108c1; Reference/Asset Audit REF110 fa674c; External Critique r11 8156b5 (X31 withdrawn); Clarity r20 a462dc (Q49 and Q50 answered on the Hub; Q51); Hub ac60f3. The contract at r5 was written from the same sources.
**Sources read for r3.** PM Reviews PMR006 a28870 and checkpoint da9eb5; Tasks b72189; Brief 77e392 (D025); Hub 2f20ec; Design Review REV104 r2 908e01; World and Mystery r22 da3639; Combat Rules r4 91a866; Enemies r5 9a72af; Equipment r2 ae4543, Coil r2 0696cf, Utility Modules 087718; Colony r2 12694e; Districts r4 c58832, the Head-works r4 706ce6, the Collector r4 75c09e; External Critique r10 fc95e6 (X31); Clarity Q49 and Q50 (fc0461). The contract at r4 was written from the same sources.
**Sources read for r2.** PM Reviews PMR004 ed0def and PMU005 e8c3d4; Brief 70b6b1 (D022 to D024); Tasks 9569fc; Hub c33d3c; Expansion Brief d97965; Design Index 0ee6d3; Campaign 9d3590 (the Campaign designer's note); Districts r2 acb797, the Collector 40f2b5, the Head-works 6bf2a7; Combat Rules r2 1126c3, Enemies r3 0822dd and the eight role pages; Equipment a44990, Build Paths a9a288, Inventory and Charge 73eb77, Cutter 9618ad, Alternative Tools e6aed6; Colony a1046d; World and Mystery r20 7699de; Design Review REV104 r1 80a882; Reference index 454f11 (REF108). The contract at r3 was written from the same sources.
-
**PM report.** Task DES104 r4 against REV104 r4 and r5 and Clarity Q51; artifact Hold the Flood/Campaign r4 (r3 6e4b59 and earlier in history), with the shared rule contract r5 as its rules. REV104-14: the bargeman's plan is written to the lure's hundred seconds, with the prod as its primary and a return through the spread floaters. REV104-13, -9 and -8 residuals: the Heavy's number, the Weir intake beside its beacon, the Tram's board without an intake under Off, the floater that never leaves water, the surveyor's step out of range on the flats, the door's crank. REV104-11: the cable reel as U6 on the contract and the Exchange's terminals here. REV104-12: the contract chooses Stop as the brake on time. Q51: section 8 carries the Campaign designer's accepted baseline with PM's caveats, and the owner page quotes it. Section 3.4 and section 7 point at the Campaign designer's new Exchange page and the Reference Researcher's REF110. Changed decisions: none canonical. Evidence: the three ledgers unchanged and closing; no player data; nothing built or tested; no asset located or claimed beyond what REF110 records. Risks: section 9. Next handoff: the critic on this revision and the contract's r5; Combat's mirror of the Spark row and the floater clause; the Campaign designer to drop the empty-flash clause on the Head-works page and to cut sections 3.1 to 3.3 to district pages by agreement; PM's next review. No PM request.
+
**PM report.** Task DES104 r5 against External Critique X33 and Districts r7; artifact Hold the Flood/Campaign r5 (r4 7daf34 and earlier in history), with the shared rule contract r6 as its rules. X33: the owner page carries criterion 11's four parts in one paragraph, positioning deferred with the old hypothesis withdrawn in that form, and section 10 lists the deferral as a decision. Districts r7: the three rules are adopted into the contract, and the Lock Flight's canal is defined as a switched state on the board, not an extraction-conditioned commitment. The countersignature record is closed. Changed decisions: none canonical. Evidence: no rule, number or scene changed; no player data; nothing built or tested. Risks: section 9. Next handoff: the critic's REV104 on the whole package at these revisions; PM's next review, which the Tasks row still awaits; the cut of sections 3.1 to 3.3 to district pages by agreement. No PM request.