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# Common Pitfalls
## Pattern Learning vs Observation Replay
**Pattern Learning**: Teaches a *system* with reusable rules that can be applied to novel situations.
- Example: Learn bell sequence rules, then compose original melodies
**Observation Replay**: Memorizes a *sequence* to reproduce verbatim when opportunity arises.
- Example: Watch guard patrol pattern, then follow exact same timing/path
## Multi-Faceted Plan vs Meta-Construction
**Multi-Faceted Plan**: Multiple requirements gathered in any order across independent sources, synthesized at the end.
- All three key fragments can be found in any order
- Final combination happens once all pieces collected
**Meta-Construction**: Sequential chain where step N's output enables step N+1.
- Cannot proceed to step 2 without completing step 1
- Each repair enables next system functionality
## Brokerage vs Sensory Exploitation
**Brokerage**: Trade network requiring intermediate steps (item for item, information for action).
- "I'll give you the map if you fetch me the artifact"
- Maps to explicit exchange mechanics
**Sensory Exploitation**: Exploit NPC perception weakness directly.
- Distract sleeping guard with noise elsewhere
- No negotiation or trade involved
## Timed Consequence Pitfall
The term "timed" refers to *narrative* urgency, not mechanical countdown:
- **NOT**: 5-minute timer visible on screen
- **IS**: If you don't stop ritual before cutscene ends, permanent story change occurs
## Class-Specific vs Multi-Faction
**Class-Specific Ritual Challenge**: Same obstacle, mechanically distinct implementations based on player character class.
- Knight uses combat; Monk uses meditation; both achieve same narrative goal
**Multi-Faction Diplomacy Puzzle**: Multiple independent factions must all be satisfied before unified conflict resolution.
- Cannot bypass any faction
- Each has separate requirements chain