Emergent AI Behavior

  • Characters exhibit autonomous, reactive behavior.
  • Behavior is shaped by Eidos memory — Faiths held, Fictions believed.
  • Logic can be overridden by myth or trauma.

Simulated Needs and Systems

  • Physical and psychological states.
  • Needs are symbolic and expressed narratively — via vision, breakdown, ritual.
  • Metaphysical wounds may be more significant than physical ones.

Construction and Sandbox Elements

  • Players build and reshape environments.
  • Construction includes abstract concepts — temples, traditions, symbolic spaces.
  • Reality may reject constructions that lack narrative coherence or belief backing.

Party Expansion to Tribes and Beyond

  • Escalation from individual to group scale.
  • Influence spreads through culture, myth, and spiritual legacy.
  • No single Incarnation truly leads forever; the group has emergent intentions.

World Persistence and Layering

  • Worlds retain scars and echoes of the past.
  • Persistence is selective — metaphysical sediment, not raw state, carries over.
  • The memory of a thing may have more weight than its reality.

Storylet-Driven Narrative Modules

  • Authored modules triggered by dynamic game state.
  • Modules are rewritten by player history, Eidos resonance, and prior Tapestry cycles.
  • There may be no distinction between “emergent” and “authored” in perception.