79 lines
1.8 KiB
Markdown
79 lines
1.8 KiB
Markdown
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# Evennia Mind Palace — First Layout
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Goal:
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Give Timmy a small, durable, symbolic world that can hold continuity outside prompt context.
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Principles:
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- local-first
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- spatially legible
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- symbolically meaningful
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- small enough to get right quickly
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- useful before it is expansive
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Core room graph:
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1. Gate / Threshold
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- arrival room
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- identity boundary
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- where Timmy and guests enter intentionally
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2. Courtyard
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- central hub
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- simple navigation anchor
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- first place to branch to all other domains
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3. Workshop
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- building, tinkering, prototypes, tools, agent work
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- practical action room
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4. Archive
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- reports, transcripts, doctrine-bearing docs, recovered notes, memory artifacts
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- persistent retrieval room
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5. Chapel / Quiet Room
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- conscience, prayer, grief, crisis care, mission alignment
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- moral center of the space
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6. Observatory / Watchtower
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- dashboards, external signals, research horizon, world-state observation
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- seeing without immediate acting
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7. Private Chamber / Hearth
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- Timmy’s inner room
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- personal durable anchor rather than only public/work spaces
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8. Dungeon Stairs / Deep Paths
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- future adventure/combat/exploration frontier
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- intentionally incomplete at first
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First-wave exits:
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- Gate <-> Courtyard
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- Courtyard <-> Workshop
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- Courtyard <-> Archive
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- Courtyard <-> Chapel
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- Courtyard <-> Observatory
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- Courtyard <-> Private Chamber
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- Courtyard <-> Dungeon Stairs
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First persistent objects:
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- Book of the Soul
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- Workbench
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- Map Table
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- Prayer Wall
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- Memory Shelves
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- Mirror of Sessions
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First milestone:
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Build only:
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- Gate
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- Courtyard
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- Workshop
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- Archive
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- Chapel
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Operator goal:
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Alexander should be able to watch Timmy move through a real place rather than infer topology from raw text.
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Timmy goal:
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The world should remember structure and object state so Timmy doesn’t need to spend tokens re-establishing his home each session.
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