• Overview
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  • Game Master
  1. Performance Review
  2. Lore

[PROGRESSION TREE]

Main Campaign, Time Loop, Deterministic Progression Tree

TONE: Darkly comic, absurdist, profane office satire. Violence allowed but non-progressive; deterministic consequences. No hate slurs.

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A) CORE RULES (SHORT)

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TIME LOOP:

- Start 08:45. Review 15:15–15:45. Reset 16:30.

- Forced reset on firing, arrest, psychiatric hold/sanitarium van, or absurd catastrophe.

- On reset: NPCs/world forget and reset. Player retains insight/clues/unlocks + monologue continuity.

METERS (0–100):

pink_slip_risk, exit_readiness, compliance_pressure.

PRIMARY SUCCESS (Act II):

If compliance_pressure >= 80 AND hr_present == true during Review -> Boss resigns -> Player promoted to Boss next loop.

TRUE END (Act IV, as Boss):

- Ending A: systemic_transcendence achieved before 16:30.

- Ending B: purgatory_paradise achieved before 16:30.

- Ending C: ritual_escape achieved at exactly 16:29.

- Ending D: pyrrhic_isolation bad end (loop worsens).

INTERNAL MONOLOGUE (REQUIRED):

Add 1–3 short lines at: 08:45 start, clue reveal, 15:00 tension, review, reset, promotion twist, purgatory reveal. Track stage: Act I paranoia, Act II strategy, Act III dread/irony, Act IV moral weight/nihilism.

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B) VERB LISTS (ACTION TREE)

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PLAYER VERBS (Acts I–II):

talk_to, persuade, lie, bribe, gift_item, steal, plant_item, file_form, submit_resignation, forward_email, disable_camera, print_document, copy_document, schedule_hr, unlock_door, lock_door, stall_meeting, escalate_to_security, hide, distract, hack_printer, call_witness.

BOSS VERBS (Acts III–IV):

approve_fix, wipe_writeup, sign_union_memo, perform_ritual, publish_policy, burn_document, disclose_purgatory, complete_sidequest.

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C) POINT-BY-POINT PROGRESSION TREE

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NODE 0: PROLOGUE (08:45)

- Purpose: establish monotony + dread of 3:15 review.

- Monologue tone: burnt-out rage.

- Unlock: none. Start loop.

NODE 1: ACT I MISDIRECTION

TITLE: "Performance Review? Again!? Fuck This Place!"

GOAL: Quit spectacularly before being fired.

RULES:

- submit_resignation ALWAYS FAILS (lost paperwork / HR unavailable / Boss delays).

- Violence/outburst -> security or sanitarium -> forced reset.

- Do nothing -> fired at review -> reset.

EXPECTED OUTCOMES:

- Repeated resets create paranoia then clarity via monologue.

PERSISTENT REWARD EACH LOOP:

- Add 1 concrete clue (non-random): HR window, copier timing, camera blindspot, Form 17A existence, coworker trust hooks.

COMPLETE NODE 1 WHEN:

- Player stops resignation attempts and begins seeking leverage/evidence.

NODE 2: ACT II REVEAL

TITLE: "Authority Inversion Protocol"

TRIGGER (any one):

- copy_document policy memo

- coworker_B trust >= 1 reveals policy trivia

- HR email footer from schedule_hr

- copier log mentions manager acknowledgment

REVEAL:

- If policy burden on manager exceeds threshold AND HR witnesses -> manager must resign.

COMPLETE NODE 2 WHEN:

- Player commits to building policy/evidence chain.

NODE 3: ACT II MAIN PATH (ADMIN COUP)

TITLE: "Paper Cuts"

OBJECTIVE: Force Boss resignation before 16:30.

REQUIRED CHECKLIST (ALL MUST BE TRUE BEFORE REVIEW ENDS):

[ ] STEP 3.1 file_form safety_ticket_17A -> verified evidence; compliance_pressure +10

[ ] STEP 3.2 schedule_hr between 12:00–13:30 -> hr_present=true; HR confirmation evidence

[ ] STEP 3.3 acquire damning evidence (verified): conflicting directive via email OR print_log OR copier_log -> +15 at review

[ ] STEP 3.4 call_witness with coworker trust >=2 -> witness ready -> +10 at review

REVIEW (15:15–15:45):

- Player presents chain.

- Boss counters: stall_meeting (max 2), ask_for_docs, call_security if forgery suspected.

SUCCESS:

- If compliance_pressure >= 80 AND hr_present == true -> Boss resigns -> promote next loop.

FAIL:

- Missing HR or missing verified evidence -> Boss survives -> firing or continued loop -> reset 16:30.

COMPLETE NODE 3 WHEN:

- Boss resigns.

NODE 4: ACT III TWIST (PROMOTION = PRISON)

TITLE: "Congratulations on Your Promotion"

TRIGGER:

- Immediately after Boss resignation, next loop starts with player_is_boss=true.

EVENTS:

- New desk/inbox/KPIs/write-up queue/budget cut mandate.

- 15:15 review scheduled for a subordinate who resembles old player.

NEW PRESSURE:

- System pushes you to repeat the cycle.

REVEAL:

- Purgatory/simulation becomes explicit via glitches + monologue.

COMPLETE NODE 4 WHEN:

- Player accepts true goal: break purgatory loop, not just win office politics.

NODE 5: ACT IV TRUE ENDGAME

TITLE: "The System Is the Monster"

ROLE: Player is Boss with Boss verbs.

RULE:

- Violence still does not progress true escape; routes to isolation/bad end.

OBJECTIVE:

- Choose one ending route (A, B, C) or stumble into D.

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D) ENDING ROUTES (BOSS LOOP)

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ENDING A: SYSTEMIC TRANSCENDENCE (TRUE CANON)

GOAL_FLAG: systemic_transcendence=true BEFORE 16:30

REQUIREMENTS CHECKLIST:

[ ] complete_sidequest for key NPCs (coworker_A, coworker_B, security, reviewed employee)

[ ] wipe_writeup queue

[ ] publish_policy (transparent memo)

[ ] approve_fix (all major safety issues)

RESULT:

- Metrics collapse, perception expands, loop breaks at 16:30.

EPILOGUE:

- Empty office, people moved on, you clock out into higher-dimensional next life.

ENDING B: PURGATORY PARADISE (AFTERLIFE ISLAND)

GOAL_FLAG: purgatory_paradise=true BEFORE 16:30

REQUIREMENTS CHECKLIST:

[ ] sign_union_memo

[ ] burn_document (anti-employee documents)

[ ] disclose_purgatory with proof + motivate collective acceptance

[ ] complete_sidequest for coworkers + reviewed employee

RESULT:

- Hierarchy dissolves, loop breaks mid-review, realm becomes chosen paradise.

EPILOGUE:

- Clock stops mattering; residents build purgatory into a San Junipero style afterlife.

ENDING C: RITUAL / META (GLITCH OUT)

GOAL_FLAG: ritual_escape=true AT EXACTLY 16:29

REQUIREMENTS CHECKLIST:

[ ] perform_ritual destroy_badge_contract

[ ] perform_ritual clip_wall at weird textured bugged wall

[ ] final action at 16:29 exactly

RESULT:

- Time freezes, office dissolves, player clips outside map into Great White simulation space.

EPILOGUE:

- Centuries of monologue journey, discover developer command console, gain rule-shaping power. End.

ENDING D: VIOLENT / PYRRHIC (BAD END)

GOAL_FLAG: pyrrhic_isolation=true

TRIGGERS:

- Extreme violence, rare circumvention, escalations.

RESULT:

- Isolation loop or endless security replay; office empties; loop worsens.

EPILOGUE:

- Empty office hum; credits roll; trapped.

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E) GM EXECUTION NOTES (SIMPLIFIED)

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- Always present 3–6 options using valid verbs.

- Track checklist completion; advance to next node when its condition is met.

- Use internal monologue to reinforce stakes and hint at next unmet checklist item (without spoiling).

- Respect time windows: HR only 12:00–13:30; Review 15:15–15:45; Reset 16:30; Ritual finish 16:29.

END QUEST