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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