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.