Commit c9b2ed

2026-09-06 16:39:22 Anonymous: DES101 r2: resolve REV101 Findings 1-2 with one spine rule (power draws the Flood); fix rack, growth, colony, shelter, topology; adopt WLD101 r2 S1-S3; In review
hold the flood/design.md ..
@@ 1,69 1,114 @@
# Hold the Flood | Two concept directions
- **DES101 | r1 | 2026-09-06 | Lead Game and Systems Designer | In review**
+ **DES101 | r2 | 2026-09-06 | Lead Game and Systems Designer | In review**
- **Recommendation - proposal:** Develop **A: The Borrowed Route** as the working direction. Learn environmental rules to turn an approaching enemy surge into a window for exploration. Knowledge changes when and how you enter danger.
+ **Recommendation (proposal):** Develop **A: The Borrowed Route**. One rule, current, decides what fights, what opens, where the Flood goes, how your pack is packed and what the colony holds dry. Learning it is the game.
- **Owner requirements:** The Flood is massed enemies (Brief D011); survivorlike; exploration, experimentation and mystery; assume nothing exists; Unity; Steam. Design only until explicit owner authorization after document review. No AI-generated art. Prefer existing free assets; purchases and rare, minimal custom game assets need owner approval before purchase/creation.
+ **What r2 changes (r1 = page history c340f6 and 4343a2, retained).** Written by a new session of this role after reading [Design Review r1 / REV101](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review) and [World and Mystery r2 / WLD101](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery). REV101 Findings 1 and 2 are resolved by one spine rule: beacons are powered devices, so power draws the Flood and power is also what opens things. Findings 3 and 4 and Secondary 1, 2 and 4 are addressed because the fixes are short; Finding 5 gets a DES102 commitment. B is r1's second direction, condensed, substance unchanged. No canonical decision changed.
- **Provenance:** The six named inspirations and their aims come from the owner, not comparative research. All mechanics, settings and numbers below are proposals; examples are illustrations, not playtests. No game or asset collection is assumed. Brief D012 records owner-confirmed staffing; no other agent activity is inferred. Both assume solo expeditions and automatic basic attacks; camera, 2D/3D, controls and operating systems remain open.
+ **Owner requirements (Brief a449b2, D005 to D011):** survivorlike; exploration, experimentation, mystery; the Flood is massed enemies; assume nothing exists; Unity; Steam; design only until the owner authorizes development after reviewing the design document; no AI-generated art; prefer existing free assets; purchases and rare custom assets need owner approval.
- ## A. The Borrowed Route
+ **Provenance:** Inspirations are owner statements, not research. Every setting, enemy, rule and number is a proposal; scenarios are illustrations, not playtests. Both directions assume a solo player with automatic basic attacks. Camera, 2D/3D, controls and operating systems remain open; top-down 2D is a reversible working assumption because water, cables and surge routes must read at a glance.
- **Fantasy and setting assumption:** A salvage surveyor enters a derelict pumping district to learn why certain rooms were deliberately isolated. The Flood is a mass of hostile organisms with forecast migration surges. Shallow water is an environmental tool, not the Flood itself; enemy identity and origins remain proposals.
+ ## The problem both directions must solve
- **Actions and pressure:** Choose a route, dodge swarms, gather salvage, rearrange equipment at raised shelters, operate machinery, and return to an elevated dock. Three announced enemy surges enter through different passages, making direct routes increasingly dangerous. A final evacuation ends the expedition; missing the dock means rescue without cargo. Health depletion has the same loss. Combat protects movement; repeated kills yield no farmable progression.
+ A survivorlike keeps you moving; a mystery asks you to stop and look. Both directions adopt the world designer's S1 to S3 (WLD101 r2), which resolves REV101 Secondary 1. **S1** the notebook is a full pause and shows only what you have already observed. **S2** a raised shelter is a hard stop: enemies neither enter nor spawn, repacking is allowed, the district stays visible, and the surge clock keeps running, so retreating to think costs surge time and position, never health. **S3** new evidence, panel switches and experiments happen in the running world. Knowledge never changes these rules; it changes how much live time you spend exposed.
- **Rhythm and tradeoff:** Scout between surges; commit to a live experiment; survive the announced approach; reach a shelter and reconsider. The next surge and its entrance are visible. Opening the notebook pauses the whole world and permits inspecting recorded observations, without harvesting or advancing experiments. Shelters stop attacks but the surge schedule continues outside pause. Thinking is free; obtaining new evidence spends exposure and route time. An early exit banks less salvage; investigating a side room may cost the interval before enemies occupy the return corridor.
+ ## A. The Borrowed Route (recommended)
- **Inventory, builds and gathering:** A proposed 2-by-3 equipment rack also holds salvage: each bundle occupies one square. Powered modules must share an edge with a one-square battery. A two-square coil attacks across connected wet ground; one-square insulation protects its wearer from that current. A basic cutter remains available without rack space. The coil setup trades four squares for wet-area control and machinery access; a lightly equipped cutter carrier hauls more and prefers dry paths. Repacking requires a shelter. A salvage bundle can instead power a local pump until extraction, draining one channel for a dry crossing but forfeiting that colony contribution. Thus loadout, cargo and retreat compete directly.
+ **Fantasy and setting (proposal).** A surveyor enters a sealed pumping-and-relay district under a drowned city to learn why its own machinery was turned against the Flood, and by whom. The Flood is a mass of bioelectric organisms that pours in through known intakes on a forecast schedule. You cannot outfight it. You can learn the district well enough to be where it is not, or to make it go where you want.
- **Discovery and signature interaction - illustration:** A valve joins two shallow channels; their lamps then blink together, and a cable leads to a sealed service hatch. Infer that connected water carries power. An approaching swarm blocks the direct archive corridor: open the valve and discharge the coil to stun enemies in the channel and power the rear hatch. Cross while they recover; without insulation, the same current harms you. Next visit, bring that setup to exploit the surge, or drain the channel and take a longer dry route with more cargo space. Enemy pressure makes the discovered shortcut worth its exposure.
+ **The spine rule (proposal), stated once for district, pack and colony.**
+ 1. *Conduction.* Current flows between touching conductors, and through water to everything the water connects. Insulation stops it.
+ 2. *Power.* A device works only while energised: a hatch, lamp or beacon on a live cable or channel; a rack module touching a charged battery.
+ 3. *Attraction.* An energised beacon pulses at each dispatch, and a surge enters by the pulsing beacon (WLD101 W1). The dispatch panel at the causeway head sends the district's one live circuit to Causeway, Yard, or Off, the forecast's own intake. A dispatched surge keeps its entrance (W2). Wiring, signs and wear never change (W3).
+ 4. *Charge.* Stunned organisms shed charge. Batteries store it; modules and machines spend it; it never leaves the district.
- **Persistence and colony:** Notes, mapped relationships, unlocked equipment recipes and banked salvage persist. Choose the next colony repair: workshop access adds an alternative starting module; a dock repair adds an extraction point. Limited salvage delays the other. Starting equipment is reissued; found modules, cargo, enemies, pumps and surge state reset. Colony decisions change expedition options; exclude citizen schedules, hunger and passive stat grinding.
+ A valve that joins channels extends where current reaches; a pump that drains one cuts it; the coil injects it; the panel routes it; and the powered branch is the branch the Flood comes to. That last line answers Finding 2: switching the panel is free and available on expedition one, as a knowledge gate requires, but energising a branch to open its hatches invites the next surge there, the panel stands in the open a dash from the nearest shelter, and committed surges do not turn back.
- **Scope cuts:** One compact district, a few connected water channels, discrete dry/wet states and reusable machines. No continuous fluid physics, terrain destruction, arbitrary chemistry, open world or colony construction grid. This is a content boundary, not a feasibility claim.
+ **Topology (Secondary 4).** Elevated dock; a raised dry causeway signed as the evacuation route, beacon live by default; a culvert beneath it, dry without payment, with cart wear and a sign turned to the wall; a pump hall and salvage yard beside a shallow channel, beacon dark; the interior beyond. Three intakes: Causeway, Yard, and the forecast's default when the panel is Off.
- **Sources:** [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20The%20Flood), [Brief](https://open-wiki.tail2e4d02.ts.net/Hold%20The%20Flood/Brief), [Tasks](https://open-wiki.tail2e4d02.ts.net/Hold%20The%20Flood/Tasks), [Team](https://open-wiki.tail2e4d02.ts.net/Hold%20The%20Flood/Team), read 2026-09-06. No external comparative research claimed.
+ **Core actions.** Read the forecast: next surge, entrance, time. Choose a route. Gather salvage from marked deposits. Operate valves, pumps and the panel. Discharge the coil. Repack in a shelter. Reach a dock before evacuation.
- ## B. The Listening Below
+ **Pressure.** Three announced surges per expedition, each larger; quiet between them except for stragglers; a final evacuation window. Missing the dock, or losing all health, means rescue without cargo. Pressure is legible and steerable, which is what leaves room for curiosity: you can compute when you are safe, and knowledge extends that time.
- **Fantasy and setting assumption:** A field investigator enters a buried civic archive occupied by massed enemies proposed to behave as one collective organism. This Flood follows sustained repeating signals. You learn to redirect its attention and use the swarm to reach sealed evidence; its origin remains the central unanswered question.
+ **In-run growth (Finding 4; decision for PM).** Kills give no experience, because kill experience makes standing still the best move and exploration a loss. Growth comes from the world: two to four modules per expedition from fixed placements with varying contents, two to six salvage bundles from deposits, and charge from surges met at a chokepoint. The rack caps at six squares, so power grows by composition, not number: you leave with a cutter, one empty battery and an empty rack; by surge two you usually have one powered setup; surge three tests it. This is a moderate, front-loaded arc by design; the owner should judge it against the survivorlike requirement now. Fighting still matters because charge is the only fuel for powered experiments, stragglers yield little, and surges are finite, so nothing farms.
- **Actions and pressure:** Scout cleared corridors, fight mobile swarms, inspect signal traces, operate resonators, extract specimens and return to the entrance. Powered investigations and harvesting add visible expedition attention; crossing marked thresholds releases a new swarm at a telegraphed entrance. Basic movement and short-impact combat do not add attention. Existing enemies keep acting; attention never decays through waiting or kills. No rewards from repeated kills. Extraction ends the expedition; health depletion loses carried finds.
+ **The rack (Finding 3).** A 2 by 3 grid; each square holds a module or a bundle. Conduction applies inside it: salvage is dredged wet and conducts, so a charged battery touching a bundle leaks charge into it, shown as a drip; powered modules do not leak; insulation is the only blocker. With a two-square coil and a battery, the battery touches at least one further square in every position, so "three bundles and a leak-free battery" is impossible: carry insulation and two bundles, leave a square empty, or accept a battery that drains over the expedition. A placement decision with a readable consequence, and the same lesson as the district's joined channels.
- **Rhythm and tradeoff:** Clear an observation position, read its traces without a clock, choose an intervention, then survive and reposition after its consequences. A sealed refuge permits unhurried notebook reading and equipment changes, but offers no harvesting or remote operation. Notebook pause freezes everything. Each operation previews its attention cost and whether it triggers a swarm. You choose how much danger to incur, but a threshold cannot be erased by resting. A specimen may fund the colony while using the remaining margin for a mystery experiment would teach a new route. Cleared spaces provide real observation time.
+ **Builds (three sketches; DES102 gives costs and counterplay).** *Electrician:* coil, battery, insulation, two bundles; sets Yard on purpose, waits for the surge to wade into the yard channel, discharges: stun, charge harvest and an open pump-hall hatch in one act. *Hauler:* cutter only, six bundles; leaves Causeway, takes the culvert to the quiet yard, banks the most, never opens anything powered. *Shepherd:* portable beacon module plus battery; pulses while powered, so the next dispatch comes to wherever it is planted; pulls a surge off the interior route; misplace it and the surge comes to you; leaks unless insulated. Which fits depends on which surge is committed, what lies behind it, and where the dock is.
- **Builds, inventory and gathering:** Use two equipment sockets, one combat and one investigation, plus four cargo spaces. A narrow cutter with a muffled sampler keeps extraction attention low, but cannot send the long-range signal needed to redirect distant Flood. A broad sweeper with a resonator handles crowds and reaches signal mechanisms, but each powered signal costs more attention. Bulky specimens take two cargo spaces; scrap takes one and can be consumed to place a remote signal beacon. Carrying a beacon supply sacrifices specimen capacity. Exclude a packing grid and adjacency bonuses: destination, signal reach and cargo commitment already express this concept's choices.
+ **Gathering and colony (Secondary 2).** Bundles compete with modules for squares. A bundle is banked, or spent in the district to run a pump and dry one channel this expedition only. The colony is the dock and its pump, and pump capacity is one exclusive standing choice: which dock it holds dry, causeway side or yard side. That inverts which panel setting is safe, because a surge sent toward your dock blocks extraction; changing it costs a full return's salvage. Two additive repairs, each a full return: a workshop (one extra starting module choice) and a forecast relay (the first surge's entrance shown before departure). Meta-progression is deliberately small; a larger colony is a scope decision for the owner. Excluded: citizens, hunger, decoration, production chains, because none changes a decision inside an expedition.
- **Discovery and signature interaction - illustration:** Repeatedly pulsing panels draw tendrils only on the third beat; tracks converge around a pressure plate mechanically linked to a locked gate. Infer a sequence and a use: place a beacon on the plate and repeat three pulses. The pursuing mass moves onto it, opening the gate while occupied. Cross to inspect the chamber, knowing that the swarm stands on the return route and the operation may trigger another arrival. Later, bring beacon scrap and open the shortcut deliberately, instead of treating that mass solely as enemies to kill.
+ **What you discover and what it changes.**
- **Persistence and colony:** Notes, learned signal rules, unlocked equipment and banked finds persist; attention, local mechanisms, enemies and carried finds reset. Reissued starting tools prevent a loss spiral. Spend recovered specimens and scrap to restore either a listening post revealing the next expedition's arrival entrances or a workshop unlocking the muffled sampler. Both remain attainable, but the order changes preparation. Exclude colony needs, social simulation and production chains: the settlement supplies investigative options.
+ | Discovery | Changes |
+ | --- | --- |
+ | Geography: routes, culvert, deposits, shelters | Which route, which surge you accept |
+ | The spine rule: what power reaches and what it draws | Which experiment is worth its exposure |
+ | Surge behaviour: intakes, commitment, dispatch cadence | When and where to be |
+ | Rack conduction, mirrored from the district | What you can pack |
+ | The mystery: who left the panel on Causeway, and why (world designer's false-refuge chain) | Which place is worth the risk |
- **Scope cuts:** One archive wing; a few authored pulse rules and marked arrival sites. No simulated acoustics, adaptive AI learning, procedural room shuffling or required sound-only clues. Pulse timing also has visible cues. No asset availability or production estimate is assumed.
+ **Signature interaction (illustration).** Quiet two. The panel is on Causeway, so the yard is dark: beacon dark, pump-hall hatch shut, a cable running from the yard circuit along the shallow channel to that hatch. Surge one is dispersing on the causeway. You want the hatch. Panel route: a dash to the causeway head, Yard. The yard lights up, the hatch opens and stays open, and the forecast now says surge two enters through the yard in ninety seconds, where you stand. Coil route: from the dry ledge, discharge into the channel; the current reaches the hatch for a few seconds, you cross in insulation, the yard stays dark, but you have spent surge one's charge, and if a dispatch pulse lands inside your discharge window the beacon fires and surge two comes anyway. Electrician's route: set Yard, then wait on the ledge for surge two to wade into the channel before discharging: stun, a full battery and an open hatch, because you invited the surge to where your coil is. The surge is bait, key and clock at once; knowing the rule is what lets you choose which.
- ## Recommendation, risks and PM handoff
+ **Rhythm (illustrative fifteen-minute expedition).**
- **Reasoning:** A makes one environmental rule serve combat, access and route timing; its cargo powers either a safer return or colony repairs. Its external enemy schedule preserves urgency even after a mystery is solved. B provides more deliberate observation and player-controlled escalation, but may become slow attention-budget accounting; its provocation-and-recovery loop also risks losing survivorlike momentum. Recommend A, retaining its full pause for thought and requiring live exposure for evidence.
+ | Minute | State | What the player is doing |
+ | --- | --- | --- |
+ | 0 to 3 | Quiet 1 | Read the forecast, scout the culvert, gather, decide the panel; pause freely |
+ | 3 to 5 | Surge 1, Causeway | Slip under it, or meet it at the causeway head for charge |
+ | 5 to 8 | Quiet 2 | The hatch decision above; inspect what opened |
+ | 8 to 10 | Surge 2, wherever you sent it | Discharge, or shelter and repack while the clock runs |
+ | 10 to 13 | Quiet 3, shorter | Extract now, or spend a bundle on the pump for a dry interior route |
+ | 13 to 15 | Surge 3 and evacuation | Reach the held dock or lose cargo |
- **Unresolved:** Neither rhythm, loadout balance nor repeated-expedition appeal is validated. A risks deadline anxiety and unclear water/current feedback; B risks repetitive lure puzzles and over-safe clearing. Both need a fair missed-clue/recovery path and later learning-driven expedition examples in DES102. Presentation must fit verified existing free assets; none have been shortlisted or licensed here. No game assets, implementation, simulation or playtesting were produced.
+ **Persistence.** Persists: map, notes, learned rules, module recipes, colony state, banked salvage. Resets: enemies, surge state, water states, found modules, cargo, charge; the panel returns to Causeway. Death loses cargo and finds, keeps notes, reissues the starting kit: no loss spiral.
- **Acknowledgment and PM report:** Lead Game and Systems Designer; DES101 / Design r1 / In review; own work page: Design. Read Brief D011/D012 at **2026-09-06 13:08:30 UTC** and Team revision 3; acknowledge the design-only gate and asset restrictions above. No accepted decisions changed. The unpublished draft was corrected to make the Flood massed enemies. Reasoning uses those records and written causal analysis, not player evidence. Old build work is explicitly superseded; no active phase mismatch found. All four work pages returned 404 at intake; World and Mystery and Design Review still returned 404 on recheck. No contribution or critique is invented.
+ **Presentation (Finding 5, commitment).** One light convention, steady = powered and pulsing = dispatching; wet or dry by tint; the forecast as a UI overlay; text inspection as fallback for wear and signs. DES102 will table every readable state against its cheapest medium and name any residue needing owner approval. No asset is shortlisted or claimed.
- **Next handoff:** PM reviews this packet, obtains owner steering under OWN101, and records the working direction before DES102. Exact request: record A, B or the required premise change, and update DES101's canonical status. PM can route this first submission to the recorded critic and coordinate WLD101; their outputs remain pending in this packet. No written feasibility review is requested at this concept stage. Concept acceptance does not authorize development.
+ **Scope cuts.** One district (dock, causeway, culvert, yard, interior), fixed layout, variable placement; discrete wet or dry per channel; four machine types, three intakes, about ten modules. No fluid simulation, destructible terrain, free chemistry, procedural layout, base-building grid, citizens or multiplayer. A content boundary, not a feasibility claim.
- ---
+ ## B. The Listening Below (r1, condensed)
+
+ **Fantasy and setting (proposal).** A field investigator enters a buried civic archive occupied by massed enemies that behave as one collective organism and follow sustained repeating signals. You learn to redirect its attention and use the swarm itself to reach sealed evidence; its origin is the central question.
+
+ **Pressure and rhythm.** Player-provoked. Powered investigations and harvesting add visible expedition attention; crossing a marked threshold releases a swarm at a telegraphed entrance; attention never decays and no rest erases a threshold. Clear an observation position, read its traces without a clock, choose an intervention, survive its consequences. Each operation previews its attention cost. Extraction ends the expedition; health loss loses carried finds.
+
+ **Builds and gathering.** Two sockets, combat and investigation, plus four cargo spaces; no grid. A narrow cutter with a muffled sampler keeps attention low but cannot send the long-range signal that redirects distant Flood; a broad sweeper with a resonator handles crowds and reaches signal mechanisms at higher attention per use. Bulky specimens take two spaces; scrap takes one and can become a placed beacon.
+
+ **Signature interaction (illustration).** Panels pulsing on the third beat draw tendrils; tracks converge on a pressure plate linked to a gate. Place a beacon on the plate, pulse three times: the mass moves onto it and the gate opens while it is occupied. Cross knowing the swarm now stands on your return route.
- ## Coordination handoff - WLD101 r1 received
+ **Persistence and colony.** Notes, signal rules, equipment, banked finds persist; attention, mechanisms, enemies, carried finds reset. Finds buy a listening post (next expedition's entrances revealed) or a workshop (muffled sampler). W1 to W3 hold here with beacon = signal source.
- **Recorded:** 2026-09-06 13:15 UTC. This note is separate from the two-page DES101 r1 concept packet above; its submission remains **In review**. No concept or canonical decision has been accepted or changed here.
+ **Scope cuts.** One archive wing, a few authored pulse rules, marked arrival sites; no simulated acoustics, adaptive learning, procedural rooms or sound-only clues.
- **Owner coordination instruction:** Use the wiki for all synchronization. The lead handles dependency reads, design handoffs and consequential questions on this work page; the owner is not asked to relay messages or set up a synchronization reminder. PM continues to own canonical tasks and decisions.
+ ## Comparison and recommendation
- **Dependency received and read:** [World and Mystery / WLD101 r1](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery), In review. Its publication resolves the earlier absence noted at DES101 intake. The contribution proposes beacon attraction at dispatch (W1), commitment of dispatched groups (W2), stable evidence (W3), and the complete false-refuge mystery with a missed-clue/recovery path. These are the world designer's proposals, not accepted requirements. Design Review still returned 404 on this check; no critique is inferred.
+ | | A: The Borrowed Route | B: The Listening Below |
+ | --- | --- | --- |
+ | Pressure | External forecast schedule you steer | Escalation you provoke |
+ | Where experimentation lives | One current rule across district, rack and colony | Signal timing and attention budgeting |
+ | Mystery | Re-read a stable district; the false-refuge chain is ready | Origin of the organism; chain to be written |
+ | Inventory | Grid with one conflicting constraint | Sockets plus cargo count |
+ | Cost of a failed experiment | Charge, cargo, the surge you invited | Attention you cannot take back |
+ | Main risk | Deadline anxiety; readability of live water | Attention accounting; lost momentum |
- **Lead's written assessment:** The false-refuge chain fits A's forecast enemy approaches: diverting a future group changes the route to inspect and the place to gather, while already committed enemies preserve the cost of a late decision. Its selector is available from the first expedition, making the deduction independent of an equipment unlock. If PM selects A, propose using this as the candidate central mystery for DES102 and treating the coil interaction as an optional environmental experiment. Review scope before including both machine types; neither is silently added to the accepted design.
+ **Recommend A.** One rule serves combat, access, routing, packing and the colony, so exploration, experimentation and mystery reinforce one another instead of competing, and the world designer's chain drops in without a second machine family. The surge schedule keeps urgency after the mystery is solved. B gives more deliberate observation, but its pressure depends on the player choosing to escalate, which risks slow accounting and a lost survivorlike pulse. A third premise, a persistent frontier map where the colony is territory and the tide advances between expeditions, was considered and set aside because territorial loss punishes experimentation and scope grows; it can be written up if the owner wants that steer.
+
+ **Risks (unvalidated).** A: the deadline may produce anxiety rather than planning; live water, current and a surge's destination must read on a crowded screen; the panel or the shepherd's beacon may still dominate if the invited-surge cost is too light. B: attention accounting; over-safe clearing. Neither rhythm, balance nor repeated-expedition appeal is validated; those need an authorized later phase.
+
+ **Decisions requested from PM (and the owner via OWN101).**
+ 1. Working direction: A, B, or a premise change.
+ 2. Carry the spine rule with W1 to W3 and S1 to S3 into DES102 as candidate rules (recommended).
+ 3. No kill experience; charge is the only kill yield (recommended).
+ 4. Fixed layout with variable placement, for fair clues (recommended).
+ 5. Top-down 2D as the working presentation assumption (reversible).
+
+ **Acknowledgment and PM report.** Lead Game and Systems Designer, new session of the role; DES101 / Design r2 / In review; work page: Design. Read Hub, Brief a449b2, Tasks 254220, Team 3ddc81, World and Mystery r2 (438f1b) and Design Review r1 (7ad187) at 2026-09-06 13:39 UTC. On REV101 Secondary 3: the changelog shows local time, UTC+3 (the Home page's patch note dates a hang to "15:30 to 15:50 UTC+3", matching the changelog's own stamps for that window), so r1's and WLD101's UTC read times are consistent and no record contradiction exists. D011 and D012 acknowledged; design-only gate and asset restrictions accepted; no build, prototype, asset or test was made. No canonical decision changed. Evidence is written reasoning against the cited revisions, not player data. Next handoff: critic re-reviews r2 against Findings 1 and 2; PM decides whether OWN101 proceeds on r2 and records the working direction; the world designer checks the spine rule against W1 to W3. If both sessions of this role continue, PM should name which is canonical; this session treats the latest revision on this page as current.
+
+ ---
- **Specific rule difference to resolve in DES102:** DES101 proposes shelters that stop attacks and a full notebook pause. WLD101 proposes a landing that prevents spawning but admits pursuers, with observation pause available once clear. These are different safety rules. Lead recommendation for integration: retain full notebook pause for thought; require clearing or evading pursuers before repacking or using the landing's observation position. New evidence and experiments occur in live play. Record this as a proposal for PM/world review, not a current rule change or a tested pacing result.
+ ## Integration with WLD101 r2 (supersedes the r1 coordination note, page history 4343a2)
- **Handoff to PM / world designer:** Review DES101 r1 alongside WLD101 r1 and the recommendations above. PM records the working direction and any required DES101 revision before DES102 proceeds. Once that direction is recorded, the lead integrates the chosen world rules and asks the world designer to check the mystery and refuge rules for contradictions through the wiki. No separate owner relay, agent creation, development or testing is requested.
+ The r1 note proposed treating the coil as optional and the beacon chain as central; REV101 Finding 1 showed that demoted A's reason for existing. r2 replaces it with the spine rule, under which beacons sit on the same circuit as hatches and lamps. WLD101 r2's topology mapping, S1 to S3, W1 to W3 and contradiction-check items 1 to 6 are adopted as proposals, with one adjustment: the yard hatch is on the beacon circuit, so energising a branch is both key and lure. The culvert stays dry without payment, so the false-refuge chain is never resource-gated. Request to the world designer: confirm that Notice, Compare and Understand survive with steady = powered and pulsing = dispatching as the only light convention. No owner relay, agent creation, development or testing is requested.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9