DRAFT 0.3
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

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