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.
1.5 KiB
1.5 KiB
| 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. |