| name | nonviolent-mission-designer |
| description | Designs suspenseful missions without combat. Use whenever implementing missions or challenges. |
nonviolent-mission-designer
Purpose
Make missions suspenseful without violence. Every challenge resolves through thinking, repairing, exposing, or reconnecting — never combat.
When to use
Whenever implementing or revising missions, objectives, or player challenges.
Inputs
- The mission template:
Story conflict → AI-risk lesson → objective → nonviolent challenge → choice/puzzle → reward → codex unlock → impact event.
- Allowed mechanics: stealth, repair, decode, reroute, rebuild, scan, persuade, expose contradictions, restore systems, community trust choices, resource allocation, environmental puzzles.
Outputs
- Mission data (
src/game/data/missions.ts) using only the allowed ObjectiveKind values.
Process
- Pick the real AI risk to teach.
- Choose one nonviolent mechanic that embodies it.
- Add a choice/puzzle with a clear "fair" answer + distractors.
- Wire rewards (civic trust, scrap), codex unlocks, and impact events.
Acceptance criteria
- Every mission resolves nonviolently.
- The
ObjectiveKind enum is the only allowed interaction vocabulary.
Failure checks
- Any shooting, killing, gore, weapon upgrades, violent takedowns, crime rewards, or pay-to-win shortcuts.
- Missions without an AI-risk lesson.