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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

  1. Two layers: main story (authored) + living world (repeatable jobs)
  2. NPCs own story problems, not fixed activity types — engine maps problem → activity
  3. World verbs express what reading does (repair, write, speak, light, …)
  4. Relationship stages 0–5; trust shown in dialogue, not points
  5. Deterministic progression vs optional drops — never mix for story gates
  6. House = memory space, not shop; auto-place keepsakes MVP
  7. Server owns mastery, progression, drops; Godot owns presentation
  8. 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)