The mailroom is no longer the whole game. Around turn 50, a player who has
built standing and either Marlene's goodwill or the nerve to ask gets offered
the Dispatch post — and can take it, take it and put Trevor up for the mailroom,
or turn it down, which is a real strategy rather than a mistake and comes back
after a cooldown.
Dispatch is eleven events of its own. The money problem is largely solved up
there and replaced by other people's days depending on yours, including the
mailroom's — which you used to be. Trevor branches on whether you recommended
him: he either runs the mailroom and has opinions about how it used to be run,
or he stays put and starts addressing you by your full title, kindly, in front
of people.
None of this is a promotion mechanic in the engine. It is
`{ path: 'stage', op: 'set', value: 'dispatch' }` on an option, since `stage`
was already how events are filtered. The reserved-write rule now allows it
narrowly — `set` only, and only to a stage that has events, both checked by the
validator, so a typo cannot strand the player in an empty pool. Wages differ by
rank through two upkeep entries gated on `stage`. The hard-times events dropped
their stage entirely: rent is due wherever you work.
The second half of this is the thing the last playtest asked for. A 183-turn
session, and no way to see how much of it was new ground.
`npm run analyze <exported-log.json>` now reports turns against distinct
situations, how often each recurred, which options were most used, which locked
gates players kept meeting, and anything they typed. The retrospective shows the
player-facing version.
It found a regression in this very change on its first run. Dispatch started
with eight events against the mailroom's nineteen, so its two floor events were
46% of every promoted run — one every three turns. Promotion was moving the
player into *thinner* content. Three more events and a weight rebalance took the
top two to 24.5%, and the heaviest recurrence from every ~3 turns to every ~5.
A test now holds that line.
Also corrected: the coverage test was asking whether an archetype ever *took* an
option, which is a property of the bot, not the pack. It had flagged
`rent_bounced.ask_trevor` as dead content when it had been offered, unlocked,
419 times across a sweep and simply never chosen. Options are now checked on
availability; events are still checked on firing.
114 tests. Reasoning in docs/DECISIONS.md §22-24.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
Seventeen events across the mailroom: ordinary days, Marlene Hobb and Trevor
Pike, a misrouted envelope that can be delivered or kept, and a hard-times
branch that fires on negative money and always leaves an ungated way out.
Writing real content turned up two things the engine could not express.
Per-turn upkeep (`pack.upkeep`): the MVP spec wants recurring income and costs,
but effects only run when a player chooses something, and baking wages into
every option would be tedious and easy to get wrong. Upkeep entries carry their
own conditions, which turned out to be enough for the loan service charge to be
a three-step function that escalates with the size of the debt — no multiply
operation, no engine change. Upkeep changes are recorded separately from choice
changes so the UI can distinguish them.
Per-character starting relationships: Trevor starts below the pack default on
`likes_you` because he arrived two weeks earlier and has priced that in.
Characterisation as data rather than as an opening cutscene. Nobody starts
feared, either — `fears_you` defaults to 10, since a midpoint default would mean
every new hire arrives already intimidating.
The content suite plays 60 seeded runs and asserts every event fires and every
option is taken at least once. That caught real dead content: Trevor's favour
chain sat behind a gate no plausible player could reach, taking two events and a
hard-times escape route with it, and debt could pass 5,500 while the service
charge stayed flat, so the failure spiral flattened out instead of tightening.
Both fixed in the data — the gate softened and given another route up, the loan
capped and its charge tiered.
The validator also gained a real fix: it counted an event with a cooldown as a
stage's fallback, but a cooldown can exclude it, so a stage could still run dry.
86 tests. Reasoning in docs/DECISIONS.md §11-13, including the seeding trap that
makes a correlated chooser look exactly like a content bug.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj