2026-07-05 NPCs World Verbs Rewards Design Document¶
Decision type: Design architecture ingest
Source file:Captain's Words Design Document.docx(Downloads)
Ingested: 2026-07-05 via Cursor
Summary¶
Formal design for the NPC → job → activity → world change → reward system. Replaces stub NPC Mission Generators with concrete architecture.
Key decisions captured¶
- Two layers: main story (authored) + living world (repeatable jobs)
- NPCs own story problems, not fixed activity types — engine maps problem → activity
- World verbs express what reading does (repair, write, speak, light, …)
- Relationship stages 0–5; trust shown in dialogue, not points
- Deterministic progression vs optional drops — never mix for story gates
- House = memory space, not shop; auto-place keepsakes MVP
- Server owns mastery, progression, drops; Godot owns presentation
- MVP scope: 2 NPCs, 3 activity types, merchant + keeper flows
Vault notes created¶
Hub: NPCs World Verbs Rewards and Living World
See hub for full map of atomic notes in 04 Mission System, 02 Architecture, 06 Captain's Words.
Open / not in doc¶
- Exact Supabase table migrations
- Grandpa mystery tie-in (referenced only)
- Captain's Numbers parallel (this doc is Words-focused)