Chapter 10 — Environment Simulation
Part III — Simulation Systems
Zones are active systems, not static backdrops.
Dynamic Zone Properties
Section titled “Dynamic Zone Properties”Every zone can have dynamic properties that change during play:
- light — visibility conditions
- noise — ambient sound level (affects perception)
- stability — structural integrity
- authority — narrative control level
Properties can be read, set, or modified relative to a baseline.
Built-in Noise Rules
Section titled “Built-in Noise Rules”| Event | Noise Change |
|---|---|
| Combat hit | +3 |
| Combat miss | +2 |
| Entity defeated | +5 |
| Zone entry | +1 |
Noise decays over time through the decay system.
Decay System
Section titled “Decay System”Properties can have decay timers that move them toward a baseline value over ticks.
noise: 5 → decay rate: 1 per tick → baseline: 0Decay is processed explicitly through environment-tick events, not reactively on every event. This prevents same-tick cancellation bugs.
Hazards
Section titled “Hazards”Zones can define hazards that trigger on specific events:
hazard: unstable-floortrigger: world.zone.enteredcondition: stability < 3effect: stamina damageHazards activate when their conditions are met, producing events that feed back into the simulation.
Tick Effects
Section titled “Tick Effects”Zones can have passive tick effects that apply to qualifying entities each tick:
zone: healing-springeffect: restore 2 hp per tickcondition: entity is aliveThe Feedback Loop
Section titled “The Feedback Loop”noise ↑ → AI perception triggers → cognition updates → investigationdecay ↑ → environment hazards trigger → damage events → more noiseThe environment doesn’t just set the scene. It participates in the simulation.