The nine-question pack

Every character answers the same nine questions every beat, in one evaluation call: action, target, mask, hunger, threat, betrayal, two questions the room cares about, and what they have left afterwards.

Questions
9, fixed, per character per beat
Calls
1 per character per beat
Of the nine
seven are shared, two belong to the room

The pack

#QuestionType
1What does this person actually do this beat?choice
2Who is it about?choice
3What face do they wear while doing it?choice
4How badly do they want the prize right now?score
5How dangerous is that person to them?score
6Would they be better off without the people they are with?boolean
7–8Two the room cares about (declared in the RoomSpec)varies
9What are they left with afterwards?score

Why it never varies

Repetition is the point. One personality run through a fixed decision head, beat after beat, is a character. A bespoke prompt per situation is a short story written by committee.

It also keeps the scales stable. The moment you reword a question you have changed what its numbers mean, so every bar sitting on it has to be re-measured. Holding the pack still is what makes a threshold like 0.42 mean the same thing on beat 3 and beat 19.

Eight guests, seventy-two gut-checks a beat

Nine questions for each of eight people is about seventy-two judgements a beat, which is why the running cost goes on the screen instead of being hidden. The two room questions are the only variable part, and they are how one engine runs a rooftop and a back room without a branch.

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