diff --git a/src/puzzles/non-standard-domains-overview.md b/src/puzzles/non-standard-domains-overview.md new file mode 100644 index 0000000..4c7a1ad --- /dev/null +++ b/src/puzzles/non-standard-domains-overview.md @@ -0,0 +1,25 @@ +# Non-Standard Logic Domains + +## Domain Overview + +This category contains puzzle types that violate real-world physics or causality while maintaining internally-consistent cartoon or comedy logic. The core mechanic is **Domain-Specific Causality**: standard adventure game rules are intentionally subverted by genre-appropriate absurdity, requiring players to think within fictional frameworks rather than real-world reasoning. + +Unlike mainstream puzzle designs grounded in logical deduction or observation, these puzzles demand acceptance of impossible premises as valid solution paths. Characters may transform based on cartoon tropes, objects behave according to comedic rules (food-as-fuel regardless of caloric content), and cause-effect relationships follow narrative punchlines instead of physical laws. + +This is intentionally a small category, designed to capture edge cases that would otherwise clutter main puzzle types. As the handbook evolves, some types here may be reclassified or absorbed into broader mechanical families once their underlying patterns are better understood. + +## Child Types + +- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md) — Cartoon physics and comedy logic as solution frameworks (e.g., eating inedible items to gain abilities, transformations based on absurd rather than causal reasoning) + +## Differentiation from Comedy-Based Persuasion + +Non-Standard Logic Domains focuses on **physics-breaking actions within gameplay mechanics**, whereas Comedy-Based Persuasion operates in the **dialogue layer** through social manipulation. The distinction: + +| Aspect | Non-Standard Logic Domains | Comedy-Based Persuasion | +|--------|---------------------------|-------------------------| +| Domain | Item use, transformations, environmental interactions | Conversation trees, NPC responses | +| Mechanic | Accept absurd premises as mechanically valid | Exploit character quirks through dialogue | +| Player Action | Use banana peel + floor = slip gag as intentional solution | Deliver absurd lie that NPCs accept based on personality | + +The former requires abandoning real-world physics; the latter requires understanding fictional character psychology. Both use humor, but in fundamentally different layers of interaction.