Bootstrap ground-game product repo with TRSL and State Hub

Add INTENT/SCOPE, org TRSL V1C1 LICENSE, agent/classification scaffold,
DARVO Edition playtest dataset, design exploration history, and the
GROUND-WP-0001 bootstrap workplan for consumer-domain registration.
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tegwick 2026-07-31 00:24:41 +02:00
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extension_id,name,core_hook,examples,not_in_core_reason
EXT_REFLEXES,Additional Reflex Playbooks,DARVO track and forced-stage timing,"Withdrawal, appeasement, counter-control, freezing, intellectualisation",One reflex keeps the first game legible and makes DARVO's sequence memorable.
EXT_PRACTICES,Additional Secure Practices,GROUND action slot,"Repair, mediation, evidence practice, consent practice",GROUND remains the single positive vocabulary in the base game.
EXT_CHARACTERS,Character Traits,"Stress changes, Freedom recovery, relation effects","Status-sensitive, reflective, protective, conflict-avoidant",Traits would add exceptions before the core loop is validated.
EXT_PERSONAL,Personal Problems,Hidden Problem system and player state,"Fear of humiliation, concealed exhaustion, loyalty conflict",Personal win-condition changes require more consent and safety framing.
EXT_RELATIONS,Relationship Memory,Bond/Rivalry tiles and two-slot limit,"Promises, betrayals, support memories, asymmetric trust",The core uses only two relation states and deliberate breakage.
EXT_SOLO,Solo Learning and Highscore,"Scenario thresholds, fixed rounds, deterministic action priorities","Automa personalities, endgame reveal, problem-solving score",The first dataset prioritizes the 26 player interaction system.
EXT_CAMPAIGN,History Campaign,"Unresolved Problems, relation tiles, player mats","Carry-over Stress, scars, repaired Bonds, evolving scenarios",Persistent history would increase game length beyond 515 minutes.
1 extension_id name core_hook examples not_in_core_reason
2 EXT_REFLEXES Additional Reflex Playbooks DARVO track and forced-stage timing Withdrawal, appeasement, counter-control, freezing, intellectualisation One reflex keeps the first game legible and makes DARVO's sequence memorable.
3 EXT_PRACTICES Additional Secure Practices GROUND action slot Repair, mediation, evidence practice, consent practice GROUND remains the single positive vocabulary in the base game.
4 EXT_CHARACTERS Character Traits Stress changes, Freedom recovery, relation effects Status-sensitive, reflective, protective, conflict-avoidant Traits would add exceptions before the core loop is validated.
5 EXT_PERSONAL Personal Problems Hidden Problem system and player state Fear of humiliation, concealed exhaustion, loyalty conflict Personal win-condition changes require more consent and safety framing.
6 EXT_RELATIONS Relationship Memory Bond/Rivalry tiles and two-slot limit Promises, betrayals, support memories, asymmetric trust The core uses only two relation states and deliberate breakage.
7 EXT_SOLO Solo Learning and Highscore Scenario thresholds, fixed rounds, deterministic action priorities Automa personalities, endgame reveal, problem-solving score The first dataset prioritizes the 2–6 player interaction system.
8 EXT_CAMPAIGN History Campaign Unresolved Problems, relation tiles, player mats Carry-over Stress, scars, repaired Bonds, evolving scenarios Persistent history would increase game length beyond 5–15 minutes.