# 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