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