Gameplay Content
Own playable treatments under Game Design and applicable Setting Rules. Fictional identity remains in World.
| Category | Record | Linked inputs |
|---|---|---|
| Enemies | Behavior, tells, counters, reward and challenge role. | Fictional actor when grounded; supported actions and encounter context. |
| Bosses | Phases, counterplay, escalation, stakes and payoff. | Actor, narrative conflict, abilities and encounter. |
| Weapons | Actions, costs, acquisition, effects, balance and feedback. | Fictional object, supported verbs and relevant spatial context. |
| Items | Uses, acquisition, scarcity, effects and meaningful feedback. | Object identity and supporting systems; story conditions where needed. |
| Abilities | Conditions, limits, costs, unlocks and feedback. | Fictional capability and actor; traversal rules if movement changes. |
Prototype with placeholders after applicable system contracts exist. Finalize with identity, consequences and relevant interaction tests. A new action requires Core review rather than being hidden inside an item.
Check: Does each treatment use supported actions and produce coherent feedback/consequences while preserving its fictional identity?