Commit f802f5

2026-09-07 15:36:16 Anonymous: DES107 r2 (Campaign r15): section 10, the first sortie and the changed return the aligned Tasks row (c46f17) asks of the lead: a goal in the player's words; the turn-back line on the map; two routes as two developing builds (storm: Coil now, Arc past the line; lure: Beacon and Driver complete today); the bay's six-second hold under a two-door horde; a survivor heard behind a sealed hatch who cannot walk without air; an inscription logged unread; voluntary retreat as a real choice; oxygen death and injury death losing the same things, keeping all knowledge, distinguished on waking; the pack recoverable where it fell; the return-to-ship state; the changed return with all three kinds of difference, rescue as a two-tank walk, the storm completed only at the cost of the rescue; owner facts, proposed rules and unresolved choices separated. r1 checked against the canonical Brief ab030a and Team 59ccb9: no contradiction.
hold the flood/campaign.md ..
@@ 11,7 11,7 @@
## The systems under the owner-set premise: what is kept, what each maps to, and the rulings the lead owes (DES107 r1, a proposal)
- **DES107 r1, on the Campaign page at r14 · 2026-09-07 · Lead Game and Systems Designer · In review · Written against the owner's survivorlike correction ([Brief](/Hold%20the%20Flood/Brief#latest-owner-correction-survivorlike-identity-and-songs), 51e58b: the Flood means massed enemies, water is not required by the title, the coded-song chain is rejected), the Visionary's setting-neutral playable foundation on the same page, Equipment's two portable paths ([Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) dd4746), Combat's R14 and R15 ([Combat](/Hold%20the%20Flood/Mechanics/Combat) c6daab, section 0C), the Campaign designer's loop ([Districts](/Hold%20the%20Flood/Districts) r15, section 0.1), REV106 r3 (3fa234), and the owner-set premise PM posted in the project room as message 63, the astronaut and the unofficial station, whose canonical pages are being aligned as this is written.** The Tasks row for the lead reads: integrate the playable foundation before further campaign expansion; show component-family development across expeditions, field benches without combat inventory churn, and a clear refuge consequence; caches are not a checklist and random offers are not build failure. PM's message 63 adds: the lead integrates; existing work survives only where it earns its place under the premise. Everything below is a proposal. The owner's premise is quoted where used and never extended; every question the owner marked as a design question is answered here provisionally and marked so. Section 0 below (DES106) keeps its structure and loses its fiction; nothing in it is deleted.
+ **DES107 r2, on the Campaign page at r15 · 2026-09-07 · Lead Game and Systems Designer · In review · r2 adds section 10, the first sortie and the changed return that the aligned Tasks row (c46f17) asks of the lead, with owner facts, proposed rules and unresolved choices separated, and checks r1 against the canonical Brief (ab030a) and Team (59ccb9), which were aligned to the premise thirty seconds before r1 saved: nothing in r1 contradicts them; the Brief's open decisions are the questions sections 4, 5 and 10 answer provisionally. r1 (cf2a23) was written against the owner's survivorlike correction ([Brief](/Hold%20the%20Flood/Brief#latest-owner-correction-survivorlike-identity-and-songs), 51e58b: the Flood means massed enemies, water is not required by the title, the coded-song chain is rejected), the Visionary's setting-neutral playable foundation on the same page, Equipment's two portable paths ([Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) dd4746), Combat's R14 and R15 ([Combat](/Hold%20the%20Flood/Mechanics/Combat) c6daab, section 0C), the Campaign designer's loop ([Districts](/Hold%20the%20Flood/Districts) r15, section 0.1), REV106 r3 (3fa234), and the owner-set premise PM posted in the project room as message 63, the astronaut and the unofficial station, now canonical on the [Brief](/Hold%20the%20Flood/Brief#game-vision) (ab030a), [Tasks](/Hold%20the%20Flood/Tasks) (c46f17) and [Team](/Hold%20the%20Flood/Team) (59ccb9).** The Tasks row for the lead reads: integrate the playable foundation before further campaign expansion; show component-family development across expeditions, field benches without combat inventory churn, and a clear refuge consequence; caches are not a checklist and random offers are not build failure. PM's message 63 adds: the lead integrates; existing work survives only where it earns its place under the premise. Everything below is a proposal. The owner's premise is quoted where used and never extended; every question the owner marked as a design question is answered here provisionally and marked so. Section 0 below (DES106) keeps its structure and loses its fiction; nothing in it is deleted.
### 1. The premise as the systems side reads it
@@ 70,7 70,7 @@
- A goal in the player's own words on screen from the first sortie, and a second after the first credits.
- At least two languages with distinct roles, each with a key the player can find in more than one place, and inscriptions seen before the key exists.
- Each component family's base pattern in at least two places; variants authored by region; a bench reachable in every region.
- - Oxygen readable at all times; every sortie completable at the base tank from the airlock to a first objective and back.
+ - Oxygen readable at all times, with the turn-back line drawn on the map; every sortie completable at the base tank from the airlock to a first objective and back.
- Survivors as authored people, each with a situation, and rescue priced in oxygen and route.
- Death that keeps knowledge and leaves carried things recoverable; nothing that decays while the player is away.
- The station growing in at least three places the player has already crossed (the Campaign designer's rule: a reveal in a room never entered is just a new room).
@@ 78,8 78,37 @@
### 9. Handoffs
- The Visionary: the identity account under the premise, and the first objective in the player's words; accept or replace section 7's shape. The Campaign designer: the first sortie and the return paths, with section 3's cache rule and section 4's bench rule as the constraints. Equipment and Combat: reconcile the two portable paths on the contract's r9 stun-kill rule, adopt R15 as the variation rule, and state the family list with its base patterns; Combat's countersign of r9 and r11. World: the two languages' roles and keys under section 5's notebook rule; no cipher. Colony: the ship's survivors under the model, with rescue priced as section 4 proposes. The critics, the reader and the Troll: whether section 4's oxygen and death rules are readable and never a reset; whether section 3 keeps caches from being a checklist. PM: disposition of DES107 r1 and contract r11, and the canonical alignment of Brief, Tasks and Hub to the owner-set premise, against which this section should then be checked.
+ The Visionary: the identity account under the premise, and the first objective in the player's words; accept or replace section 7's shape. The Campaign designer: place section 10's sortie in a connected starting area, with the two routes, the bay, the bench, the canister locker and the survivor's hatch, under section 3's cache rule and section 4's bench rule; distances as written assumptions. Equipment and Combat: reconcile the two portable paths on the contract's r9 stun-kill rule, adopt R15 as the variation rule, and state the family list with its base patterns; Combat's countersign of r9 and r11. World: the two languages' roles and keys under section 5's notebook rule; no cipher. Colony: the ship's survivors under the model, with rescue priced as section 4 proposes. The critics, the reader and the Troll: whether section 4's oxygen and death rules are readable and never a reset; whether section 3 keeps caches from being a checklist. PM: disposition of DES107 r2 and contract r11, and the canonical alignment of Brief, Tasks and Hub to the owner-set premise, against which this section should then be checked.
+
+ ### 10. The first sortie and the changed return (the lead's integrated design; r2)
+
+ Tasks c46f17 asks the lead for one concise written first sortie and a changed return: a legible immediate objective, oxygen preparation and visible danger, survivorlike combat with two genuinely different developing builds, an optional clue or language inference, a survivor encountered, meaningful voluntary retreat, oxygen death and injury death and what persists, and the return-to-ship state. Geography here is a sketch for the Campaign designer to place; the objective's name is the Visionary's; the survivor is Colony's; the inscription is World's. Owner facts, proposed rules and unresolved choices are separated in the table at the end. All values are provisional written rules.
+
+ **Before the airlock.** The goal is on screen in the player's words: bring back [a two-cell coupling from the dock's maintenance bay] so the ship can [run its drive for more than a minute]. The suit's tank reads full, ten minutes at steady depletion, and the map shows the turn-back line for the base tank: the point past which the walk home costs more air than remains, drawn from the airlock outward and redrawn as the player moves. The rack shows two cells reserved for the coupling, the Cutter fixed, one empty Battery fitted, five cells open. Two routes to the bay are visible from the dock: the lit ring corridor, longer and open, past the machinery cache the map marks as a component family; and the dark service passage, shorter and narrow, past the signal mast the map marks as another. Nothing hides which family each cache holds; what the cache holds within the family is unknown until inspected.
+
+ **Out.** The crowd is at the dock already, thin, and thickens as noise and light travel. Kills drop charge under the once-per-body rule and the empty Battery fills from the first ten fresh bodies collected on foot, so the first two minutes are spent earning the power the trip will need. The two routes are the two builds developing:
+
+ - **The storm route.** The ring corridor's machinery cache offers a Coil. At the bench beside it, a clearly safe alcove with its own door, time pauses and the player fits the Coil into two cells, previews its induction field around the suit, and sees that with the coupling the rack will hold seven of eight. The Coil buys breathing room in the bay, a stun in the field for eight seconds, not a wipe: the Arc that would make the field lethal is not on this route and is marked on the map at the electrical cache on the far side of the bay, past the turn-back line for the base tank. That is the first decision the sortie makes meaningful: the storm can be finished today only by pressing past the line, on a found canister.
+ - **The lure route.** The service passage's signal mast offers a Portable Beacon, and the rail cage beyond it a Rivet Driver; both are one cell. At the bench the player fits both, previews the Beacon drawing the reachable crowd to a point and the Driver choosing the densest line between the suit and the lit Beacon, and keeps five cells open: the coupling's two, and three for a Kit, salvage or a spare canister. The lure build is complete today and carries more home; it fails when a Heavy or a Crust stands in the line or the Beacon's bank runs dry.
+
+ **The bay.** The coupling sits on a powered cradle in a room with two entrances, and the horde enters from the ring behind the player and, a minute later, from the flank door. Releasing the coupling is a six-second hold with attacks suspended for the player and not for the crowd. The storm player discharges the Coil to hold the room for eight seconds and takes the coupling inside them; the lure player plants the Beacon at the flank door so the Driver's line runs down the flank crowd while the hold completes. Both builds work; neither is a wipe. A Heavy walks the flank in both cases and survives both.
+
+ **The survivor and the inscription** (optional, and neither is needed for the coupling). Behind a sealed hatch off the bay a voice answers the player's suit radio: a survivor, [Colony's to name], alive on a pocket of trapped atmosphere, who cannot walk to the ship without air to breathe on the way. The hatch's control is a mechanism the player can see and not yet read: an inscription in one of the station's scripts sits beside it, and the notebook logs it, unread, the moment it is seen. Nothing here is a cipher; it is a sign in a language the player does not have yet. The survivor's own words on the radio, in the player's language, are the first key World may give: they name what the hatch does, and that naming is the inference that turns the logged inscription partly readable on the changed return.
+
+ **Retreat, and the two deaths.** Voluntary retreat is a real choice because the map shows it: at the coupling, the base tank has about four minutes left and the walk home costs two. The storm player who wants the Arc today must cross the turn-back line to the electrical cache and come back on the canister the bay's locker holds, if it holds one, since canister contents are found, not guaranteed. Turning back keeps everything carried and loses only the Arc's chance today. Pressing on and running out of air is **oxygen death**: the gauge counts down in view, the suit's alarm sounds at two minutes, and the player always saw it coming, so the game treats it as a choice and not an ambush. Being overrun in the bay is **injury death**: sudden, the horde's doing. Both wake the player aboard the ship, as the owner says, and both lose the same thing: the rack's contents lie where the suit fell, marked on the map, recoverable on a later sortie, the coupling among them; the survivor stays behind the hatch, alive. Both keep everything known: the Coil's or the Beacon's pattern if it was inspected, the inscription, the survivor's position, the map. The difference between the deaths is information, not punishment: one is telegraphed by air, the other by health, and the game names which it was on waking so the player learns the right lesson.
+
+ **Aboard the ship.** The coupling is installed where the player can see it and the ship changes as promised [the drive runs; a room lights]. The tank refills without limit and without cost. The bench records the pattern of whatever was inspected, Coil or Beacon and Driver, so it can be prepared for any later sortie; the map marks the survivor as heard and the electrical cache as seen; the notebook holds the unread inscription. If salvage came home, it is banked for a project the ship's people will name; nothing is spent today. Two sentences the ship says, in effect: the coupling worked, and someone is alive in there.
+
+ **The changed return.** Three things are different, one of each kind the Campaign designer names. The player understands more: the survivor's words have given the hatch's sign its first reading, and the notebook marks the entry changed and keeps both readings. The player can do more: the storm player leaves with the Coil prepared at the bench and goes for the Arc first, now that the route is known and the electrical cache's position is on the map; the lure player leaves with the pair prepared and three free cells, one of them a spare canister for the survivor. The world is bigger: the survivor's hatch, once read, opens on a service ring the dock's map never showed, and the survivor is the one who says how much further it goes. The rescue is priced in the unit the premise gives: the survivor walks with the player and breathes from the spare canister, so the walk home is planned around two tanks, the player's and the survivor's, and the turn-back line is drawn for both. The crowd is thicker where the first sortie fought, because noise and light gathered it, which is attraction in the supporting role. The storm player who reaches the Arc and fits it at the bay's bench now has the whole build: the Coil's field, and the Arc fired in the field's two-second window striking every stunned ordinary body in it once, both banks empty, seven cells committed, one free, which is not enough for the survivor's canister; so the storm player rescues on a third sortie or gives up the Arc today. The lure player rescues today. That is two genuinely different approaches to the same objectives, and neither is right. Death on the way home with a survivor leaves the survivor where they stood, alive and waiting, and the player wakes on the ship with the same knowledge and the same debt.
+
+ **Aboard the ship, again.** The survivor is the colony's first person, with a situation of their own and something they know, which is Colony's to write and which World may make the first language's teacher. The Arc's pattern, if recorded, is a new starting option. The service ring is on the map. The ship's people now have a reason to name a project.
+
+ | Kind | Content |
+ | --- | --- |
+ | Owner facts used | Broken ship, unofficial station, stay away; limited carried oxygen, unlimited ship production, canisters found; creatures attack on sight and kill by damage; death wakes the player on the ship; survivors can be sent to the ship; puzzles, traps, mechanisms, at least two alien languages |
+ | Proposed rules | The turn-back line on the map; ten minutes of base tank and canisters as found capacity; the rack's oxygen cost as a cell for a spare; charge earned in the field from an empty bank; two component families readable from the route; the field bench with one paused decision; the six-second hold; oxygen death and injury death losing the same things and keeping all knowledge, distinguished on waking; the pack recoverable where it fell; the survivor waiting alive; rescue as a two-tank walk; the notebook logging inscriptions unread and marking changed readings; the crowd thickening where the player made noise |
+ | Unresolved choices | The objective's name and the first-sortie fiction (the Visionary); the bay's geography and distances (the Campaign designer); the survivor's identity and words (Colony); which language the hatch's sign belongs to and what its key is (World); whether canister contents are visible from a distance; the exact tank and canister minutes; whether a survivor can be sent to the ship without the player walking them; what the ship's people name as the first project |
---
## 0. Under the owner's direction: what the design keeps, what it loses, and a three-ending progression (DES106 r1, a proposal)
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