GameplayDesign proposal
The player's rhythm
Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.
An ordinary session: read a dispatch; discuss the next move in camp; adjust jobs; leave orders with a steward; choose a route; enter one substantial tactical battle; see its local aftermath; share a short character scene. Aim for 60–70% combat and preparation, 15–20% travel/governance, and the remainder narrative. These are pacing targets to test, not rigid quotas.
At each layer the player should be answering one question:
| Layer | Main decision | What it changes elsewhere |
|---|---|---|
| Company | Who travels with Pyrrhus? | Available commanders and governors |
| Battle | What must survive, and what can be sacrificed? | Infrastructure, prisoners, recruits, public trust |
| Travel | Which crisis gets the hero's attention? | Arrival dates, provisions, intelligence |
| Province | Which promise gets funded this week? | Recruitment, unrest, supply, alliances |
| Story | What kind of authority will Pyrrhus accept? | Companions, political settlement, ending |
Source document: 01-game-design.md