Our aspirants and initial players are going to need examples of what terrain looks like. While most terrain (challenges, goals, etc.) will be generated by players and NPCs (non-player characters), we need to seed the game with some initial terrain to provide examples and an ease of onboarding.
This terrain serves as the enculturation curriculum (see deprecated issue #20) as well as the "learning how to play the game" terrain.
Criteria
[ ] Create a table of contents list of terrain elements in the form of relevant stretch goals with key
[ ] Provide rationale for these components
Titles & rationale, not content itself.
Related to #211
Principles razor
In order for an issue to be marked as passing, the proposed solution must be aligned with our principles. Check off the principles that this solution is consistent with.
[ ] Cultivate a learning community.
[ ] Prioritize scale over quality
[ ] Align incentives
[ ] Build a team game
[ ] Trust people's intentions and potential
[ ] Enable self-organization & self-determination
[ ] Map feedback loops
[ ] Optimize for agility
[ ] Simulation not preparation
[ ] Sustain the tension between individual and collective gain
Context
Our aspirants and initial players are going to need examples of what terrain looks like. While most terrain (challenges, goals, etc.) will be generated by players and NPCs (non-player characters), we need to seed the game with some initial terrain to provide examples and an ease of onboarding.
This terrain serves as the enculturation curriculum (see deprecated issue #20) as well as the "learning how to play the game" terrain.
Criteria
Titles & rationale, not content itself.
Related to #211
Principles razor
In order for an issue to be marked as
passing
, the proposed solution must be aligned with our principles. Check off the principles that this solution is consistent with.