Build Constitution
What the Code Is NOT Allowed to Become
Section titled “What the Code Is NOT Allowed to Become”- Not a duel sim. The standoff is an opener, not the whole combat.
- Not interactive fiction with battles. Combat must be mechanically deep, not decorative.
- Not a generic retro RPG. The western layer must change mechanics, not just flavor text.
- Not a survival slog. Resources create tension, not tedium.
- Not a lore-heavy mystery game with thin mechanics. Systems must carry the narrative weight.
- Not a two-character engine that later becomes a party game. Build 4-slot party architecture from day one.
Runtime Contracts
Section titled “Runtime Contracts”Four contracts govern the implementation:
Scene Contract
Section titled “Scene Contract”How towns, campfires, investigations, and consequence scenes are authored. Every scene has: speaker, text, choices, conditions, state effects, pacing tags, and memory callbacks. Memory objects (biscuit cloth, flask, poster) must be explicitly tagged so they echo later.
Combat Contract
Section titled “Combat Contract”Built as a 4-slot party battle system from day one. Key requirements:
- Nerve as real second health bar
- Ammo finite per encounter
- Wounds persist between encounters
- Cover is positional and destructible (schemaed from day one)
- Standoff as pre-phase feeding into turn order
- Duo techs in schema even if only one is active early
- NPC combatants as a supported type
- Age variants as first-class data
State Contract
Section titled “State Contract”What the game remembers. Key requirements:
- Relay branch (Tom/Nella/papers) as first-class state axis
- Reputation as a web, not a score
- Evidence with integrity tracking
- Witness states (alive, location, integrity, testified)
- Memory objects as explicit state items
- Hand injury as first-class state field
- Chapter flags supporting “same mechanics, different meaning”
Pressure Contract
Section titled “Pressure Contract”Generalized system for nonstandard encounters. Schema all types now, implement as needed:
- Escort pressure (build for opening arc)
- Crowd pressure (Ch5)
- Public Reckoning pressure (Ch10)
- Transmission race (Ch9)
The One Thing to Protect Hardest
Section titled “The One Thing to Protect Hardest”The player’s command menu must be part of the narrative.
- Young Galen feels different from adult Galen in the menu
- Eli’s grayed-out Loyalty line exists before it opens
- Dead Drop appears as a scar, not just a skill reward
- Age variants are first-class schema, not afterthoughts
- Skill unlock conditions are narrative, not numeric
If the menu cannot carry biography, the game loses one of its best ideas.