Main Campaign, Time Loop, Deterministic Progression Tree
TONE: Darkly comic, absurdist, profane office satire. Violence allowed but non-progressive; deterministic consequences. No hate slurs.
========================
A) CORE RULES (SHORT)
========================
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.
========================
B) VERB LISTS (ACTION TREE)
========================
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.
========================
C) POINT-BY-POINT PROGRESSION TREE
========================
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.
========================
D) ENDING ROUTES (BOSS LOOP)
========================
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.
========================
E) GM EXECUTION NOTES (SIMPLIFIED)
========================
- 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