Design Charter — Games Set in the World of Prima Materia¶
Portable across projects. This document holds the design principles, pillars, and metaphysical-to-mechanical mappings that are true of any game set in this world, regardless of genre or region. It is written to be handed to a project that shares the setting but shares nothing else — a different genre, a different part of the world, a different engine, a different cast.
It sits above Design_Principles.md, which is the Prima Materia application of Part 1 below and carries the full worked example (the axis_count → Bracing/fault-line arc). Read this for the law; read that for the case study.
Three things travel; one thing must not.
| Travels | Part |
|---|---|
| The two arbiters and the conflict-resolution loop | 1 |
| The pillars, generalized off tactical combat | 2 |
| The global metaphysics and the mechanics they license | 3 |
| ⛔ Region-specific metaphysical dials — do not inherit these | 4 |
Part 4 is the one that bites. Most of what reads like "how magic works" in Prima Materia's design docs is actually how magic works in the Disruption zone, which is a locally deranged region. A game set elsewhere in this world inherits the laws in Part 3 and sets its own values for Part 4.
Part 1 — The two arbiters¶
Every mechanic must pass both. They are co-arbiters, but not of the same kind.
1. Engagement is the fundamental determinant. A game that is not fun will not be played, regardless of any other virtue. This is universal and non-negotiable — it is the condition under which a game exists as a game at all. Many games succeed on engagement alone with no diegetic coherence; very few succeed on diegesis alone.
2. Diegesis is a binding constraint for games in this world. These games aim to model a fantastical reality — world and mechanics should cohere. This is not universal to good game design; it is a requirement the project imposes on itself. A mechanic that violates it is not shippable here even if it would be fine elsewhere.
A conjunction with an asymmetry. Engagement asks "will anyone play this?"; diegesis asks "does this model our reality, and will it satisfy the vision?" A proposal that fails the first is dead for everyone. A proposal that fails the second is dead for us. Neither redeems the other — a diegetically perfect mechanic that isn't fun is not saved by its fiction, and a fun mechanic with no fictional referent is not shippable as-is.
The conflict-resolution loop¶
When a mechanic is fun but not diegetic, the move is not to ship it anyway, and not to cut the fun. It is to find a diegetic re-expression of the same engagement. The fun identifies what experience to preserve; the diegesis constraint identifies what costume it must wear. Rework until one mechanic delivers both.
When a mechanic is diegetic but not fun, the fiction is not a defense. Rework or cut.
Expect the loop to run more than one lap. In the canonical worked example, the first diegetic re-expression itself failed the engagement arbiter — it was diegetically clean but read as "the game punishes you for using your kit." The rework had moved the failure from arbiter 2 to arbiter 1, which by this document's own logic means it was not done. The resolution came from inverting the frame rather than patching it. A rework that relocates the failure is not a resolution.
The diegesis test¶
Does this mechanic name something true about the world?
Either direction of fit is legitimate: alter the mechanic to match the world, or alter the world to accommodate the mechanic. Both are honest authoring.
The integrity check separates honest diegesis from post-hoc rationalization: the fiction must be load-bearing first. You should believe the world-fact even if the mechanic didn't need it.
- Honest: "The world contains adapting creatures → therefore weaknesses close under repetition."
- Corrupt: "The balance needs a wall → therefore the world contains an inexplicable wall."
If the only answer to "why is that true of your world?" is "because the balance needed it," it fails. That is an arbitrary mechanic wearing a thin costume.
The check cuts both ways and will discipline your fiction, not just your mechanics: an adaptation that "resets every turn" is not really learning, so don't claim it is — find the world-fact that a per-turn reset honestly names (bracing, not learning), and reserve the stronger fiction for the mechanic that actually earns it.
The engagement test¶
Harder to reduce to one sentence. In practice: does the mechanic create interesting decisions (live trade-offs, not dominant options), satisfying payoffs (the crescendo lands), and legible counterplay (the player can see why they won or lost and what to do differently)?
Legibility is part of engagement, not a separate concern. A diegetic re-expression that costs legibility does not pass this test. This is the trap the worked example fell into on its first lap.
Two standing corollaries¶
Engagement lives in the interactions between systems. Strategy is the emergent surface where mechanics touch. Do not try to make mechanics into clean, mutually-isolated black boxes — that removes the game and keeps the bookkeeping. A fully decomposable game is a solved game, and a degenerate "exponentially stronger build" is usually a player exploiting accidental clean separability. Irreducible coupling is protective.
Encapsulate the nouns so the verbs' interactions can stay rich. Mechanics cannot be decoupled — their coupling is the product. But the vocabulary they are expressed in can and must be. Hold a small, fixed set of primitives stable; leave their interactions deliberately open, because that openness is the game. This is the software low-coupling principle applied to the layer where it belongs: the design doc is the API. A closed vocabulary with infinite tuning of which entity uses which is the shape to aim for.
Part 2 — The pillars¶
Prima Materia states six. Four transfer as-is, one transfers only after generalization, and one is genre-conditional. Stated here in portable form, with the original in parentheses.
1. Playtesting is King — transfers verbatim¶
A game is worthless if players aren't having fun. Design documents are hypotheses; playtesting reveals truth. When design conflicts with player enjoyment, enjoyment wins. Iterate rapidly, test frequently, let player experience guide all decisions.
This pillar outranks the rest of this document. If Part 1's arbiters and the table disagree, the table is right and the arbiters need re-reading.
2. Name your primary strategic verb — generalized¶
(Original: "Positioning as Primary Strategy" — combat revolves around manipulating unit positions on a shared 7×5 hex battlefield.)
The transferable principle is not positioning; it is that one axis carries mastery, is stated up front, and every subsystem is measured against whether it deepens that axis or dilutes it. Prima Materia chose position. A different genre chooses something else — routing, timing, information, conversion, attention. Choose one and write it down before designing anything else. A game with three co-equal primary axes has none.
3. Modular Architecture — transfers verbatim¶
All systems designed for easy swapping and iteration. Note the deliberate tension with Part 1's coupling corollary, and where it resolves: modularity applies to the implementation and the vocabulary, never to the strategy. Systems should be swappable in code and stable in their nouns while their interactions stay tangled by design.
4. Resource Depth — transfers, generalized¶
(Original: dual resource management — MP + Equipment charges + Apotheosis Gauge.)
The portable rule is multiple simultaneous resources with different replenishment curves, so that spending decisions trade against each other rather than queueing:
- one regenerating resource (recovers per unit of time — tempo pressure),
- one finite-per-episode resource (recovers only on a hard reset — commitment pressure),
- one accumulating resource (fills through play, spends in a crescendo — payoff pressure).
Prima Materia binds these to MP · Equipment charges · Apotheosis Gauge. Another genre binds them to whatever fits, but should keep all three curves present.
A hard discipline that travels with it: the resource model is a closed set. Adding a fourth pool because one subsystem wanted a meter is how resource models rot. Prima Materia has had to reject exactly this (an undocumented "Technical gauge" that grew inside the Break engine with no consumer). If a subsystem needs to reward something, have it emit an event that an existing pool listens for — do not give it a pool.
5. Complexity Scalability — transfers verbatim¶
Systems can be individually toggled for complexity management. A player, a table, or a tutorial should be able to run the game with subsystems switched off and still have it work.
6. Design for the leanest observer — generalized; supersedes "Tabletop Compatibility" outside tactical genres¶
(Original: all mechanics designed to function without digital assistance.)
If the new project has no tabletop target, the literal pillar drops — but the principle underneath it is the more valuable half, and it applies to any game:
Player-side state can be rich, because it is distributed and self-owned. Referee-side state must be lean, because it is centralized on one overloaded observer.
Complexity is not the axis; who tracks it is. A unique per-character resource is bespoke content but not a tracking burden — it lives with the one person who chose that character precisely because they enjoy that subsystem. The same total bookkeeping centralized on one entity is what melts a table, an AI director, a solo dev's debugging session, or a player's working memory. The consequences generalize: let player kits run as rich as you like, and keep opposition state deliberately lean — flat values, one telegraphed intent, no bespoke enemy resource.
The corollary is worth stating separately because it is easy to miss: telegraphing is not a readability courtesy, it is the porting mechanism. It converts hidden referee-side state into shared visible state. Promote it from polish to central device.
Part 3 — The global metaphysics, and the mechanics they license¶
These laws hold everywhere in this world, in every era. A game set anywhere may build on them freely and should not contradict them. Full reference: worldbuilding/Metaphysics_Summary.md (written to be read standalone).
Each row states the world-fact, what it licenses mechanically, and what it forbids — the forbid column is the load-bearing one, because it is what keeps two games in this world from drifting apart.
3.1 The two substances¶
The law. Magic is two things, never one. Exousia is the raw vital force — the divine residue saturating all matter, souls and landscape; the material of magic. Praxis is the Will — a soul's whetted capacity to commit and act; the reservoir that directs Exousia. Casting is spending Praxis to shape Exousia.
- Licenses: a two-cost ability model. Every action can carry a will cost and a substance cost, and they fail differently. Purely will-based action (martial technique, craft, positioning) costs no substance and therefore works anywhere — this is the single most useful mechanical consequence in the whole system, because it guarantees you always have a floor of playable verbs no matter how hostile the region.
- Forbids: a single undifferentiated "mana" bar. A character full of will standing where there is no Exousia must be able to do something, and it must not be magic.
The shell. Ambient Exousia pools around a soul as a shell — a local reserve the will draws on — and refills only as fast as the surroundings supply it. This is the knob every region turns (Part 4).
Signature matching. Magic needs three things at once: will, substance, and a matching signature between the caster and what the land supplies. Take any one away and magic fails, differently each time. Three failure modes, three subsystems.
3.2 Praxis behaves like a trained capacity, not a stat¶
The law. A person's Praxis ceiling grows over a lifetime through disciplined alignment with their god — athletes, monks, craftspeople, soldiers who truly live their gift build deep reservoirs — and atrophies from disuse. Using your own clean Exousia grows it, creating a positive feedback loop: embracing your gift makes you stronger. Acting against your god's pattern drains it.
- Licenses: progression as practice rather than points. A character grows at the thing they do. Diegetic progression sites rather than a shared menu. A "use it or lose it" decay model is fully grounded here.
- Licenses (notably): acts toward either the Virtue or the Vice face both feed the reservoir. Alignment is not morality — a committed monster trains as hard as a saint. Do not build a system where only virtuous play progresses.
- Forbids: flat XP that accrues identically regardless of what the character actually did.
3.3 Will can be spent permanently — the Investment model¶
The law. Praxis can be bound into matter, producing a Hypodochē ("receptacle") — the mechanism behind every enchanted weapon, ward, construct and automated Device in the world. Two modes:
- Temporary — the Will is lent, returning to the maker at the next rest or by ritual. Low risk.
- Permanent — the Will is surrendered; the maker's reservoir ceiling is permanently lowered, recovering very slowly and never fully while the object exists.
Because the ceiling can also grow (3.2), a disciplined maker can offset permanent losses and keep building. A reckless one — heavy permanent Investment in quick succession, with no time to regenerate — Husks out (3.4). Some legendary artifacts are said to "stand on the bones of their makers."
- Licenses: a crafting economy where the cost is your own maximum, not a currency. Permanent character sacrifice as a live, tempting, recoverable-but-not-free choice. Rich artifact fiction for free.
- Two divine-tier variants: a Thronos is a Hypodochē holding a fragment of a god's own Praxis (only a god can make one). A Soulshard is one made from a living person's Praxis, extracted without killing them — and, crucially, a maker carrying another lineage's soulshard can weave that foreign signature into their own work, producing hybrid effects no single tradition could achieve. This is the world's licensed mechanism for cross-lineage collaboration, and it is the best hook available if the new project wants party-fusion or co-op crafting mechanics.
- Forbids: consequence-free enchanting.
3.4 The two failure poles — empty and flooded¶
The law. Souls fail in exactly two opposite directions.
| Ekkenōsis → Kenos ("Husk") | Overaccumulation → the Consumption | |
|---|---|---|
| Cause | Praxis driven to zero and kept there | Flooded with more Exousia than the soul can metabolize |
| Path | Relentless toxic-Exousia use; reckless permanent Investment | Resonance mismatched to surroundings; divine-tier power held too long |
| Result | The body persists, the self is gone. Not evil — nothing remains to choose evil with. Only hunger for raw Exousia | Insanity and uncontrolled cellular growth; the surplus erupts as the Vice face of whatever Form the soul is exposed to |
| Relief | — | Actively casting vents it. The sickness is unspent accumulation; spending relieves it. Never a cure |
- Licenses: two distinct dread-mechanics — a depletion clock and an accumulation clock — that pull in opposite directions and can be run simultaneously for a genuine squeeze. "Casting vents accumulation" is a beautiful trade-off generator: the safe play and the powerful play are the same play.
- Forbids: treating either as ordinary damage. Both are conditions of the soul, not HP.
Both poles exist everywhere. What varies by region is only their prevalence and which one dominates.
3.5 Consent, not substance, determines corruption¶
The law. Exousia extracted by force from an unwilling source, or drawn from a tainted one, becomes toxic. Critically: the same person channeling willingly produces clean Exousia; coerced, produces toxic output. Same stuff — only the consent differs, and only the consent matters.
Toxic Exousia used directly by a person contaminates them — drains Praxis, degrades alignment, produces visible decay, and is a reliable path to Husking. Used indirectly through an automated Device it is safe, because a Device has no Will of its own to corrupt.
- Licenses: a sourcing-morality system that is genuinely mechanical rather than a scored alignment meter. Cheap power with a real, compounding cost. An industrial-atrocity plotline that is structurally load-bearing rather than flavor — the Device loophole is exactly the kind of thing a civilization builds an economy on.
- Forbids: any model where corruption is a property of the material. If your new region has a "cursed" resource, its curse must trace to a violated will somewhere upstream.
3.6 Ability is inherited — with one exception¶
The law. Every god is tied to a people. A person's magic type, soul signature, and spiritual alignment are inherited together as one inseparable thread. Most Forms flow only to their own lineage; a soul born to one cannot simply practice another's — the waveform itself resists.
The five Forms, each answering what receives the committed Will?
| Form | Receives the Will | Its safeguard |
|---|---|---|
| Investment (Imbuing) | external matter | — (see 3.3) |
| Shaping (Vanarism) | one's own flesh | the somatic template — the body's memory of its true form |
| Blooming | another living, growing system; repays with surplus if it thrives, lost whole if it withers — the only positive-sum Form | the stop-signal — growth ends at the host's natural form |
| Koinōsis | another's power or working — the one second-order Form | — (its two faces are its whole character) |
| Primal | nothing — it calls element from what is already present | — |
The exception that structures everything: Primal's god fell into permanent scattering in deep prehistory and left no living people, so Primal is not lineage-locked. It is reached by disposition — apartness opens the way, steadfastness decides how strongly it answers — and it is terrain-coupled, because it calls from what is present rather than committing will. Its elemental schools are specializations of one art, not separate gifts.
- Licenses: a hard character-identity constraint — you cannot respec your bloodline. Party composition as a genuine strategic commitment. One universally-accessible, terrain-dependent art as the pressure valve.
- Licenses: sustained Primal channeling slowly drifts a practitioner toward full alignment with the scattered god, checked by keeping a living lineage-bond. A built-in corruption arc for anyone who leans on the universal option.
- Forbids: free multiclassing across Forms. If the new project wants breadth, the licensed routes are soulshards (3.3) and Primal — not a skill tree.
3.7 Every Form has two faces¶
The law. Because every god carries a Virtue and its shadow Vice inseparably — the Vice being the Virtue's own corruption, turned inward or pushed past its limit, never a separate enemy — every Form manifests in two faces, and which one a practitioner expresses tracks which face they live toward. The same gift is two different magics.
Koinōsis is the clearest case, standing openly on both legs: its Virtue face elevates (amplify an ally's working, bear their cost, pool a company's resources); its Vice face subsumes (take an enemy's power, overwrite their working, fold the weak into the collective). Selfless conductor and parasitic usurper, one art.
- Licenses: alignment as expression rather than as a stat — the same ability list rendered differently by how the character has been played. Villain kits that are structurally the party's kit, which is both cheap to build and thematically exact.
- Forbids: a good/evil axis bolted on top. The duality is already inside every ability.
3.8 Conduct is the only thing that registers¶
The law. Gods perceive only Praxis — lived conduct — and never belief, prayer, or liturgy. Public religion runs on Doxa (sacrifice, observance, right belief), taught sincerely and not exactly false, but not the mechanism. A quietly humble peasant who never prays feeds Humility more than a flawless liturgist who manipulates everyone in the next breath.
A god's raw power is the accumulated sum of its people's lifetime Praxis, weighted by which face their acts lean toward. Influence therefore runs both ways: a god imprints on its people, and its people's drift reshapes the god, which then radiates back and accelerates the drift. The pull is slow and generational, but not unilateral — a single extraordinary will, saint or monster, can move a god disproportionately.
This is esoteric, actively suppressed knowledge. If a populace understood that divine power is literally the sum of their own conduct, they could bargain with or strike against their gods.
- Licenses: reputation and faction systems keyed to what the player did, never to what they declared or which dialogue option they picked. A collective-action plot with real mechanical teeth. Heresy as a genuinely dangerous fact rather than a label.
- Forbids: worship, offerings, or stated allegiance as a power source. If your new region has a temple economy, it is Doxa — sincere, socially real, and mechanically inert.
3.9 Apotheosis — the transient reach¶
The law. At the peak of concentrated Will, a living mortal can reach up the channel of their own lineage and briefly, partially inhabit the divine register of the god they descend from — a "little god" of one domain for a few breaths, then falls back.
- Source = lineage (which register you can reach). Shape = self (how it manifests).
- Ascension is an Apotheosis made permanent and total. Same act; permanence is the hard part.
-
The cost: held too long or pulled too hard, the divine Exousia tips into the Consumption (3.4). The entire discipline is releasing in time.
-
Licenses: a transformation / limit-break / ultimate mechanic with a built-in duration pressure that is not an arbitrary timer — overstaying has a specific, named, horrifying consequence. Per-character uniqueness for free, since shape is self-determined.
- Forbids: reaching a register you have no lineage claim to. A character with no native god in this world (an outsider) must reach for something else entirely — the licensed answer is that they reach toward whatever they do have a claim on, and their form reflects that.
- ⚠️ How easily it can be reached is regional, not global — see Part 4.
3.10 Standing constraints on the divine¶
Three hard limits that any story in this world must respect:
- A god physically cannot descend to the material plane. The chain of being forbids it. Divine power reaches mortals through exactly two channels: Phantasma (a projected vision, perceive-only, landing on the dreaming, comatose, fevered, meditating, or deeply devoted — this is nearly all divine guidance in the world) and Pneumatophoros (a mortal proxy a god temporarily inhabits, requiring sustained prior attunement, willing consent revocable at any time, an intact Thronos anchor, and an ongoing Will-cost that burns both). No god walks on stage.
- A direct attack on a god is mutually assured destruction. The power does not vanish; it seeks the nearest host, consent or not, and if blocked it scatters across the universe. The gods therefore keep a fragile mutual pact and never attempt it — which is why the upper realms are kept inaccessible: anyone who could breach them could shatter a god.
-
Thrones change hands three ways only — voluntary Succession; the forced Ascension Ceremony (requiring the land's Exousia erased, the target bloodline's consensus broken, and a Celestial Eclipse that thins the realms once in several hundred years); or the pathological scattering above, resolved only when someone unknowingly accumulates a majority of the diffuse power through sustained extraordinary aligned conduct.
-
Licenses: divine antagonists who must work through mortal instruments — which is a better story engine than a god who can act directly, and it is forced by the metaphysics rather than by authorial convenience.
- Forbids: deus ex machina of any kind. Also forbids a god as a final boss encountered in person on the material plane.
3.11 Substrate details worth inheriting¶
- Panpsychism. Matter is Exousia at its lowest intensity — "no dead matter, only quiet matter." Land carries a signature summed from everything in it, including soulless fauna and flora, so a region's magic reflects what lives there. Licenses environmental interaction and terrain-as-resource anywhere, and gives any region's character a mechanical derivation.
- Soul waveforms. Every soul emits Exousia as a unique measurable waveform. Amplitude = sapience → magical potency. Frequency = vitality → lower casting cost. Sex offsets the phase (male sine, female cosine). Which property encodes god-alignment is [OPEN] and should stay open. Licenses a per-character stat substrate that is diegetic rather than arbitrary.
- Blood memories. All sapient life here descends from life the demiurge seeded, so every soul carries faint, usually-unnoticed impressions of the higher world. Gods, closer to the source, feel them more strongly. Licenses inherited memory, prophetic dream, and déjà-vu mechanics without special pleading.
- The Eternal Spiral. Existence turns through Emergence → Manifestation → Transformation, and it is a spiral, not a circle — each turning returns changed. Licenses cyclical structure (in narrative, in progression, in New Game+) with an explicit mandate that repetition must differ.
Part 4 — ⛔ The regional dial-board¶
This is the part that must not be copied. Everything below is Prima Materia's local configuration — the Disruption zone and the city at its center. A game set elsewhere inherits none of it and sets its own values.
Do not inherit¶
| Regional feature | Why it is local |
|---|---|
| The Domain overwrite and its concentric layered zones | An artifact of one in-progress Ascension Ceremony. The displaced Exousia compounding in rings outward is the geography of that region and nowhere else. |
| The Exousia-inert zone (magic impossible without an external source) | A deliberately maintained shelter around one city. Not how ordinary land behaves. |
| The saturated Forest (shell refills freely, carried batteries recharge) | The far end of the same artificial gradient. |
| The Consumption as ambient creeping pressure | The mechanism (3.4) is global; the ambient flood that makes it a constant regional hazard is caused by the overwrite. Elsewhere it is a rare individual pathology, not a clock. |
| "An age of flickering little gods" — routine, party-wide Apotheosis | Apotheosis is latent in everyone everywhere (3.9), but the Disruption's ungoverned Exousia flood is what made the touch far easier to reach than at any time in record. In an ordinary region it is the stuff of saints — once a generation, at a breaking point, remembered as a miracle. If the new project wants routine transformation, it must supply its own reason. |
| Dormant pre-cataclysm technology and the correction that revives it | Devices fail there because their runes call for a signature the land no longer speaks. A region whose signature was never overwritten has working Devices. |
| Ampoule recharging, expedition logistics, the Consumption-venting loop | The downstream economy of the three rows above. |
| Specific factions, peoples, and named figures | The Collective, the Sophronoi drift toward Pride, the Glyphein, the local state religion — all regional. Only the structural facts (a god's people, the two-way drift) are global. |
Dials the new project must set for itself¶
Answer these six and the region's mechanical character falls out:
- Ambient saturation — how freely does the shell refill? This sets whether magic is abundant, rationed, or absent, and it can vary by sub-location.
- Dominant signature — which god's Domain is this land? That determines which Forms flow easily, which grind, and what the land's Vice-face looks like under stress (3.7).
- Peoples present — which lineages live here, hence which Forms are available at all (3.6), and which are foreign enough to need soulshards.
- Apotheosis reachability — saintly and once-a-generation (the default), or lowered for a stated reason. This is the single most consequential dial for a game's feel, since it decides whether transformation is a core verb or a climax.
- Failure-pole prevalence — is this a place that empties people (toxic extraction, industrial Will-consumption → Husks) or one that floods them (→ the Consumption)? A region normally leans one way.
- Device functionality — do invested objects work here, and is the local economy built on the toxic-Exousia-through-Devices loophole (3.5)?
Consistency rule for a shared world. Where the two projects' regions touch, the dials must be different values of the same law, never different laws. A traveller crossing between them should experience a change in conditions, not in physics.
Part 5 — Working process¶
Three process rules that travel with the setting:
- New information overrides old, and every retcon is logged. When a decision contradicts existing canon, the new decision wins and the change is recorded with its reasoning — not silently reconciled. Canon that changes without a record is canon nobody can trust.
- Resolve with the call noted, or file the question. Every ambiguity encountered is either decided (with the decision and its rationale written down) or filed as an explicit open question. It is never left implicit. Genuine gaps should be marked as gaps so a future contributor doesn't invent around them.
- Mechanics in rework are not canon and are not implemented against. Keep a
pending/tier with a hard bar: material there captures intent and open problems, and code must not be written against it. This is what lets a mechanic fail an arbiter and go back for rework without either blocking the project or leaking half-decided rules into the build.
Part 6 — What the receiving project still supplies¶
This charter is deliberately incomplete. It carries the law, not the game. A project adopting it still needs:
| Needed | Status |
|---|---|
| Core gameplay mechanics document | To be supplied — the genre's actual systems, measured against Parts 1 and 2 |
| Primary strategic verb (Pillar 2) | To be chosen and written down first |
| The six regional dials (Part 4) | To be set |
| Architecture | The Eidos architecture is to be supplied separately and trialled on this project. Nothing in this charter presumes an engine or a layering model; Pillar 3's modularity claim is the only constraint it imposes, and it is satisfiable many ways. |
| Narrative and cast | Deliberately deferred until the gameplay mechanics are locked. Part 3 constrains what the story can contain (notably 3.10); it does not supply one. |
Sequencing note. Parts 1–3 are stable and can be handed over now. The narrative layer should not begin until the mechanics are settled, because in this world the fiction and the mechanics are supposed to be the same statement seen twice — and Part 1's loop only works if there is a mechanic concrete enough to test.
Cross-references¶
- Design_Principles.md — the Prima Materia application of Part 1, with the full worked example.
- combat/Cross_Target_Portability_Map.md — the distributed-vs-centralized principle (Pillar 6) in its original tactical-combat form.
- Exousia_Economy.md — the model instance of Part 3 → mechanics, and of Part 4's dials being set rather than assumed.
Metaphysics_Summary.md— the standalone metaphysics brief; the authority for Part 3.- portable/Class_Composition.md — the systems-side expression of §3.6, §3.7 and §3.3: which multi-lane character builds are legal, and what breadth costs. Read it before designing any class, job, or specialization system.
- Portability note: resolved. This document now lives in the lore repository and travels with the corpus (see issue #98); it is no longer game-side.