476 lines
18 KiB
Markdown
476 lines
18 KiB
Markdown
# Knowledge And Skill Foundation
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Version `0.1.R` defines how Agrarian treats knowledge, practice, body condition,
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tools, and infrastructure before those systems become heavy gameplay code.
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## MVP Separation Model
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Agrarian should not collapse every form of progress into one generic skill
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number. The MVP separates five related but distinct drivers.
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Knowledge:
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- Represents what a character understands.
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- Comes from observation, teaching, notes, mistakes, questions, and practice
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reflection.
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- Affects judgment, recognition, safety, sequencing, and when warnings appear.
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- Should help players understand why something worked or failed.
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Practical experience:
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- Represents practiced execution under real conditions.
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- Comes from repeated action, variation, failed attempts, recovery, and doing
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the work in different weather, light, terrain, and tool conditions.
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- Affects speed, consistency, yield, precision, and waste.
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- Should grow slowly from use and should not replace core understanding.
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Physical stats:
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- Represent the body in the moment: health, stamina, hunger, thirst, body
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temperature, exhaustion, injury, sickness, age, carry load, and care history.
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- Affect what a character can safely do right now.
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- Should create readable pressure without becoming a hidden knowledge system.
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Tools:
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- Represent external capability the player can hold, equip, place, or maintain.
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- Affect what actions are possible, how safe they are, how much effort they
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require, and how good the result can be.
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- Should still require knowledge and practice for best outcomes.
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Infrastructure:
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- Represents durable world improvements such as shelter, storage, paths, wells,
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fields, workshops, firebreaks, and community systems.
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- Affects baseline safety, efficiency, capacity, and resilience.
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- Should reduce routine survival pressure without removing consequences from
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poor choices.
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MVP rule: basic survival actions must remain possible with low knowledge and
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poor tools, but outcomes should be riskier, slower, lower quality, or more
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wasteful until knowledge, practice, tools, and infrastructure improve.
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## First-Pass Skill Taxonomy
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The MVP skill taxonomy starts with practical survival domains the player uses in
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the first hours of play. Each skill can later contain knowledge topics,
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practice records, tool modifiers, environmental modifiers, and teaching hooks.
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Survival:
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- Core self-care, prioritization, risk recognition, rest, hydration, calories,
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warmth, and avoiding preventable injury.
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- Early effects: better warning timing, fewer panic mistakes, and more reliable
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recovery choices.
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Gathering:
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- Identifying useful resources, harvesting safely, avoiding waste, and knowing
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when weather, light, terrain, or tool condition makes gathering risky.
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- Early effects: better yield, lower injury risk, and less resource damage.
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Tool use:
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- Handling primitive tools safely, choosing the right tool, maintaining tools,
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and recognizing when improvised use is dangerous.
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- Early effects: less stamina cost, fewer injuries, and more consistent work.
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Crafting:
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- Following recipes, sequencing steps, judging material suitability, and
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recognizing weak or unsafe results.
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- Early effects: fewer failed crafts, less waste, and better item quality.
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Fire:
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- Ignition, fuel choice, containment, maintenance, extinguishing, smoke, warmth,
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wildfire risk, and using fire without burning structures or vegetation.
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- Early effects: safer campfires, lower spread risk, and better warmth/cooking
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reliability.
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Shelter:
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- Site choice, wind/rain exposure, drainage, structural basics, maintenance,
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insulation, and avoiding fire or flood hazards.
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- Early effects: better placement, more reliable protection, and fewer wasted
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materials.
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Navigation:
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- Reading terrain, weather, daylight, landmarks, slope, watercourses, and safe
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routes.
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- Early effects: fewer dangerous detours, better route choice, and safer return
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to shelter.
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First aid:
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- Recognizing injury, bleeding, sprains, sickness, cold exposure, dehydration,
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and when rest or treatment matters.
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- Early effects: earlier warnings, better treatment choices, and reduced
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recovery mistakes.
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Food safety:
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- Potable water, edible plant caution, spoilage awareness, cooking basics,
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contamination risk, and unsafe hunger-driven decisions.
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- Early effects: fewer sickness triggers and better food/water decisions.
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Weather awareness:
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- Reading temperature, wind, rain, exposure, nightfall, storms, and shelter/fire
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implications.
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- Early effects: earlier shelter/fire decisions and fewer exposure surprises.
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Taxonomy rule: skills are not unlock gates for basic MVP survival actions. They
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modify risk, quality, speed, yield, readability, and confidence.
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## Knowledge Effects On Survival Actions
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Knowledge should change outcomes in ways the player can understand. It should
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not silently guarantee success or replace practical experience.
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Fewer mistakes:
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- Knowledge reduces obviously bad choices, such as placing fire near dry brush,
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drinking unsafe water without treatment, building shelter in a drainage path,
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ignoring nightfall, or using the wrong material for a recipe.
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- The MVP expression is warning text, safer default prompts, and clearer failed
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action reasons.
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Safer attempts:
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- Knowledge lowers the chance that an attempt creates injury, sickness,
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uncontrolled fire, wasted materials, or exposure.
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- The MVP expression is risk messaging and lower future failure modifiers once
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the player has learned the relevant concept.
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Better yields:
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- Knowledge helps a character identify the useful part of a resource and avoid
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damaging it during gathering, processing, or crafting.
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- The MVP expression is improved expected yield or reduced waste where a system
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already has yield/waste hooks.
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Lower injury risk:
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- Knowledge teaches safe handling, body mechanics, weather caution, fire
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distance, tool choice, first-aid urgency, and when to stop working.
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- The MVP expression is fewer avoidable injury checks and clearer warnings when
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hunger, thirst, darkness, fatigue, or bad weather make work unsafe.
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More reliable outcomes:
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- Knowledge improves sequencing and condition checks before the action begins.
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- The MVP expression is fewer failed crafts, safer shelter placement, better
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fire maintenance, better water decisions, and more useful feedback after poor
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results.
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Action-effect rule: knowledge should usually adjust probabilities, quality,
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warnings, and explanation. It should only hard-block actions when the action
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would be nonsensical without a discovered concept or required tool.
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## Practical Experience Growth
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Practical experience should grow from meaningful work, not from standing still
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or repeating a zero-risk input forever. It is the record of a character learning
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how a task feels in the world.
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Use:
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- Experience increases when a character performs a real survival action with
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cost, time, context, and outcome.
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- Good candidates include gathering, tool use, crafting, fire maintenance,
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shelter placement, navigation decisions, first aid, food preparation, and
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weather-response choices.
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Repetition:
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- Repetition improves consistency, but repeated identical low-stakes actions
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should give diminishing returns.
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- Variation should matter: different weather, darkness, tools, materials,
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terrain, injury state, and resource types teach more than the same easy action.
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Mistakes:
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- Mistakes can teach when they have a readable cause and the player receives
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feedback.
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- Failed crafts, wasted resources, unsafe fire placement, bad shelter sites,
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injury, sickness, and exposure should create learning opportunities if the
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player can understand what happened.
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Recovery from failure:
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- Recovering from a bad outcome should teach more than simply failing.
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- Examples include extinguishing a risky fire, treating bleeding, finding safer
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water, rebuilding a weak shelter, resting after exhaustion, and changing route
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after getting lost.
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Experience gain rule: award experience for meaningful action plus context, apply
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diminishing returns to rote repetition, and give recovery credit when a player
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responds well to a mistake.
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## First Contextual Learning Prompts
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Contextual learning prompts should appear when the player is already interacting
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with the relevant risk. They should be short, actionable, and easy to ignore
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after the player understands the concept.
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Fire safety:
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- Trigger examples: placing or maintaining a campfire near dry brush, shelter,
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wood piles, high wind, or long burn duration.
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- Prompt intent: explain clearance, containment, maintenance, extinguishing, and
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wildfire/structure risk.
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- Example wording: "Clear space around open flame. Wind and dry fuel can spread
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fire."
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Potable water:
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- Trigger examples: interacting with unknown water, drinking while sick, or
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collecting water near contamination risk.
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- Prompt intent: distinguish water access from safe drinking water.
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- Example wording: "Water source found. Treating or boiling lowers sickness
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risk."
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Exposure:
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- Trigger examples: nightfall, rain, wind, low body temperature, soaked state,
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exhaustion, or leaving shelter/fire protection.
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- Prompt intent: explain warmth, shelter, wind, rain, rest, and body temperature.
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- Example wording: "Cold and wind drain warmth. Fire, shelter, dry clothes, and
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rest reduce exposure."
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Shelter placement:
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- Trigger examples: placing shelter in drainage, exposed wind, steep slope, too
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close to fire, or near unsafe terrain.
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- Prompt intent: explain drainage, wind, fire distance, stability, and
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weather-protection tradeoffs.
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- Example wording: "Shelter works best on stable, drained ground away from open
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flame."
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Injury care:
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- Trigger examples: bleeding, sprain, sickness, exhaustion, low health, or
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continuing heavy work while injured.
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- Prompt intent: explain stop-work decisions, rest, treatment, and worsening
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risk.
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- Example wording: "Treat bleeding and rest before heavy work. Exhaustion makes
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mistakes more likely."
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Resource identification:
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- Trigger examples: first focus on wood, stone, fiber, edible plants, hide, or
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water-related resources.
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- Prompt intent: teach why the resource matters and what basic actions it
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supports.
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- Example wording: "Fiber is useful for binding, panels, and early shelter
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parts."
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Prompt rule: contextual prompts should explain the immediate risk or opportunity
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without pausing the game or forcing a quiz.
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## Optional Knowledge Checks
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Optional knowledge checks should appear when a question naturally belongs to the
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current action. They are not school-test popups and should not interrupt basic
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survival.
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Presentation rules:
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- Show checks as optional inline choices, short reflection prompts, or camp/journal
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review cards.
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- Let players continue basic survival without answering.
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- Do not pause combat, weather danger, fire spread, or other time-sensitive
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events.
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- Avoid repeated prompts after the player has recently answered, skipped, or
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demonstrated the concept through action.
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When checks appear:
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- Before a risky improvement path, such as safer fire setup, shelter siting,
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water treatment, advanced first aid, or higher-quality crafting.
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- After a readable mistake, when the game can ask what likely went wrong.
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- During calm moments near shelter, campfire, rest, journals, mentors, or
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teaching interactions.
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Outcome rules:
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- Correct answers can improve confidence, reduce future warnings, unlock clearer
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explanations, or slightly improve risk/quality modifiers.
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- Wrong answers should explain the correction and may leave the player at normal
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baseline risk instead of punishing them harshly.
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- Skipping should preserve basic action access.
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Knowledge-check rule: checks should deepen understanding and improve outcomes,
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not gate the first survival loop.
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## Failed-Action And Poor-Result Feedback
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When an action fails or produces a poor result, the player should receive a
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plain explanation that points to the likely cause and next useful response. The
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message should be short enough to read during play.
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Feedback should identify:
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- missing or unsuitable materials;
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- unsafe weather, darkness, terrain, or exposure;
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- low stamina, hunger, thirst, injury, sickness, or exhaustion;
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- poor tool choice or damaged tools;
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- low knowledge, low practical experience, or missed prerequisite concept;
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- invalid placement, fire risk, drainage risk, blocked access, or instability;
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- normal uncertainty when the game intentionally does not reveal exact odds.
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Message style:
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- Say what happened.
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- Name one likely cause.
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- Offer one useful next step.
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- Avoid blaming the player.
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- Avoid revealing hidden formulas or exact random rolls.
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Example messages:
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- "The fire catches poorly. Damp fuel and wind are making ignition unreliable."
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- "The shelter frame feels unstable. Flatter, drained ground would help."
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- "You waste some fiber. More practice with binding would improve the result."
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- "Your hands shake from exhaustion. Rest or food would make this safer."
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Feedback rule: poor results should teach the player what to try next without
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turning every failure into a lecture.
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## Learning Accessibility Rules
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The learning system should support different players without making Agrarian
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feel shallow. Accessibility here means readable, repeatable, and fair.
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Hints:
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- Hints should be available for basic survival concepts.
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- Hints should become less frequent after the player demonstrates the concept.
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- Players should be able to re-open important survival hints from a journal,
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help panel, or camp review surface.
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Retries:
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- Basic survival learning should allow retries after mistakes.
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- Retrying should cost time, materials, stamina, safety, or opportunity where
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appropriate, but should not trap the player in a dead-end tutorial state.
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Readable wording:
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- Use plain language before technical vocabulary.
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- Keep prompt text short during active play.
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- Put deeper explanation in review/journal surfaces.
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- Avoid color-only meaning for warnings and result quality.
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No hard lockout from basic survival:
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- Low knowledge should not block gathering, drinking, fire attempts, basic
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shelter attempts, or first aid attempts.
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- Knowledge can improve safety and quality, but basic survival remains playable.
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Non-punitive practice paths:
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- Players should have safer ways to practice common concepts near camp, shelter,
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or low-risk resources.
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- Practice can produce weaker outcomes without severe punishment.
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- Practice should still avoid infinite exploit loops through diminishing returns.
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Accessibility rule: learning should make players more capable without making
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them feel trapped, shamed, or forced into a classroom flow.
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## Subject Content Format
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Learning content should use a small structured format so topics can become data
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assets later without rewriting design intent.
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Required fields:
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- `topic`: stable identifier and display name, such as `fire.clearance`.
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- `concepts`: one or more concept tags the player may learn or demonstrate.
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- `difficulty_tier`: `elementary`, `practical`, `advanced`, or `expert`.
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- `prerequisite_concepts`: concept tags that should be known first, if any.
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- `in_game_effect`: the warning, modifier, feedback, unlock, or quality effect
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this topic can influence.
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- `practice_action`: the action that can build practical experience for the
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topic.
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- `source_note`: a short design/source note explaining why the topic matters.
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Example:
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```text
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topic: fire.clearance
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concepts: fire_safety, dry_fuel, wind_spread
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difficulty_tier: elementary
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prerequisite_concepts: none
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in_game_effect: clearer fire-risk warning and lower unsafe-placement mistakes
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practice_action: clear area, contain fire, maintain fire, extinguish fire
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source_note: Open flame near dry fuel and wind can spread beyond the campfire.
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```
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Format rule: content records should be small enough to review in source control
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and explicit enough to become data assets later.
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## MVP Elementary Survival Question Bank
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The first question bank is intentionally small and elementary. These questions
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support optional checks, camp review, and future teaching objects.
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```text
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id: fire.clearance.001
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topic: fire.clearance
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question: Why clear dry brush away from a campfire?
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answers: A) It lowers fire-spread risk. B) It makes the fire colder. C) It makes rain stronger.
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correct: A
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feedback: Open flame, dry fuel, and wind can spread fire beyond the campfire.
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```
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```text
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id: water.potable.001
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topic: water.potable
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question: What is the safest first assumption about unknown water?
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answers: A) It may need treatment. B) It is always safe. C) It restores warmth.
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correct: A
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feedback: Water access and safe drinking water are not always the same thing.
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```
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```text
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id: exposure.cold.001
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topic: exposure.cold
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question: What helps most when cold wind and rain are lowering body temperature?
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answers: A) Shelter, warmth, dry conditions, and rest. B) Sprinting forever. C) Dropping all food.
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correct: A
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feedback: Wind, rain, fatigue, and nightfall can make exposure dangerous.
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```
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```text
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id: shelter.drainage.001
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topic: shelter.drainage
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question: Why avoid placing shelter in a drainage path?
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answers: A) Water can pool or flow through it. B) It makes tools sharper. C) It prevents all wind.
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correct: A
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feedback: Stable, drained ground improves shelter reliability.
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```
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```text
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id: injury.bleeding.001
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topic: injury.bleeding
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question: What should you do before heavy work while bleeding?
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answers: A) Treat bleeding and rest if possible. B) Ignore it and sprint. C) Stand in smoke.
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correct: A
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feedback: Bleeding and exhaustion make further mistakes and injury more likely.
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```
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```text
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id: resource.fiber.001
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topic: resource.fiber
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question: Why is fiber useful early?
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answers: A) Binding, panels, and shelter parts. B) It replaces all water. C) It stops night.
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correct: A
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feedback: Fiber is a basic binding material for primitive crafting and shelter.
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```
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Question-bank rule: elementary questions should be short, practical, and tied to
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actions the player can immediately recognize in the MVP.
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