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Build Constitution

  1. Not a duel sim. The standoff is an opener, not the whole combat.
  2. Not interactive fiction with battles. Combat must be mechanically deep, not decorative.
  3. Not a generic retro RPG. The western layer must change mechanics, not just flavor text.
  4. Not a survival slog. Resources create tension, not tedium.
  5. Not a lore-heavy mystery game with thin mechanics. Systems must carry the narrative weight.
  6. Not a two-character engine that later becomes a party game. Build 4-slot party architecture from day one.

Four contracts govern the implementation:

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.

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

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”

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 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.