name: sector-design-brainstorming description: Use when brainstorming game features, prioritizing systems, or creative planning for the Sector project. Triggers on feature proposals, "what should we build next", mining/combat/crew improvement discussions, or vertical slice planning. Requires cooperative dialogue with the user, not monologue.
Sector Design Brainstorming
Overview
A framework for turning game design ideas into pillar-aligned, research-grounded, fun-tested feature proposals for Sector.
Core principle: Every suggestion must pass three filters — pillar alignment, proven pattern evidence, and the fun-vs-tedious test. Ungrounded creative brainstorming produces plausible ideas that don't survive contact with players.
Before Suggesting Anything
digraph flow {
"User raises design topic" [shape=box];
"Ask: What feels wrong?\nWhat's already been tried?" [shape=box, style=filled, fillcolor="#fff3cd"];
"Check codebase:\nWhat already exists?" [shape=box, style=filled, fillcolor="#cce5ff"];
"Read research docs\nfor proven patterns" [shape=box, style=filled, fillcolor="#d4edda"];
"Now brainstorm\n(grounded)" [shape=box, style=filled, fillcolor="#f8d7da"];
"User raises design topic" -> "Ask: What feels wrong?\nWhat's already been tried?";
"Ask: What feels wrong?\nWhat's already been tried?" -> "Check codebase:\nWhat already exists?";
"Check codebase:\nWhat already exists?" -> "Read research docs\nfor proven patterns";
"Read research docs\nfor proven patterns" -> "Now brainstorm\n(grounded)";
}
This order is mandatory. Jumping to suggestions without steps 1-3 produces generic game design advice.
Step 1: Cooperative Inquiry
Ask the user before suggesting. Minimum questions:
- What specifically feels wrong or boring? (The diagnosis shapes the cure)
- What have you already tried or considered?
- Is the issue the activity itself or the lack of stakes?
Step 2: Check What Exists
Search the codebase for relevant systems. Many "wouldn't it be cool if" features already exist in some form:
Sector.Engine/Mining/— MiningManager, LaserHeatAccumulator, ClaimEncounterHandler, prospectingSector.Engine/Crew/— Psychology, Relationships, Skills, Traits, Memory, NemesisSector.Engine/Events/— Storylets, PersonalEvents, Situations, SignalsSector.Engine/Ship/— Faults, Layout, FaultDiagnostics, CertificationsSector.Engine/World/— Economy, Factions, Politics, A-Life simulation
Step 3: Read the Research
Two research documents contain proven patterns from comparable games:
docs/design/2026-02-25-fun-mechanics-research.md— Mechanics from XCOM, Wildermyth, RimWorld, Darkest Dungeon, Mass Effect, Dwarf Fortress, CK3, Shadow of Mordor, Kenshi, Caves of Qud, Starsector. Includes the Attachment Formula and Emergent Narrative Formula.docs/plans/2026-03-14-game-loop-research.md— Deep loop analysis of 10 games plus 6 thematic categories. Includes 8 Cross-Cutting Patterns.
Always cite which game proved the pattern you're suggesting. "RimWorld proves that autonomous colonist behavior creates better stories than scripted events" is better than "NPCs should act on their own."
The Three Filters
Every suggestion must pass all three. Apply them explicitly.
Filter 1: Pillar Alignment
Score each suggestion against the 8 pillars (priority order):
| # | Pillar | Question |
|---|---|---|
| 1 | Crew permanence | Does this make crew more valuable/irreplaceable? |
| 2 | Characters as individuals | Does this make crew feel like people, not stat blocks? |
| 3 | Moral grey | Does this create decisions without clear right answers? |
| 4 | World acts without you | Does this happen whether or not the player engages? |
| 5 | Politics is gameplay | Does this connect to factions, leverage, reputation? |
| 6 | Boarding as operation | Does this involve tactical crew-level action? |
| 7 | Ship as machine | Does this make the ship feel like a system that breaks/degrades? |
| 8 | Desperation before power | Does this make early game scrappy and rewarding? |
A suggestion that scores on pillars 1-3 is higher priority than one scoring on pillars 6-8. Pillar order IS priority order.
Filter 2: Proven Pattern Evidence
The research identifies 8 cross-cutting patterns. Tag each suggestion with which pattern(s) it uses:
| Pattern | Core Insight | Example Game |
|---|---|---|
| Scar System | Permanent marks become story elements, not punishments | Darkest Dungeon quirks, Kenshi lost limbs |
| Loss of Agency | Removing player control at the right moment creates memorable stories | DD afflictions, RimWorld mental breaks |
| Social Debt Economy | Obligations between actors as gameplay currency | CK3 hooks, Caves of Qud water ritual |
| Two Accounts | Multiple interpretive layers for the same events generate intrigue | CK3 secrets vs public knowledge |
| Geopolitical Archaeology | Discovering past effects of your own actions | Starsector colony crises, Kenshi world state |
| Retirement/Legacy | Ending a character's story is a victory, not just avoiding death | Heat Signature retirement weapons |
| Desperation Ratchet | Accumulating pressure with no pause button | FTL sectors, Sunless Sea fuel/food/terror |
| Secrets as Weapons | Knowledge asymmetry is power | CK3 hooks, information as leverage |
A suggestion backed by a proven pattern with a cited game is stronger than an untested idea. If you can't point to a game that proved the pattern works, flag it as experimental.
Filter 3: Fun vs. Tedious Test
From the research, mechanics land on a spectrum:
Fun mechanics share:
- Variety of outcomes (not binary good/bad)
- Player agency in prevention, not cure
- Positive possibility amid negative pressure (~25% virtue chance)
- Narrative integration (creates story events, not just debuffs)
- Character-specific responses (different people react differently)
Tedious mechanics share:
- Binary outcome (stressed or not stressed)
- Obvious optimal solution ("just send them to the bar")
- Management overhead without interesting decisions
- Punishment without story (debuff applied, no narrative event)
- Frequency mismatch (too frequent = chore, too rare = forgettable)
Apply this test explicitly: "This suggestion could become tedious if [specific risk]. To keep it fun, [specific mitigation]."
The Attachment Formula
From the research, player attachment follows:
Attachment = Customization + Time Investment + Visible History + Risk of Loss + Autonomous Personality
When evaluating crew/character features, check which components the suggestion strengthens. A feature that adds Visible History (scars, traits, memories that other crew reference) is higher value than one that adds a hidden stat bonus.
The Emergent Narrative Formula
Emergent Narrative = Systemic Depth + Character Autonomy + Consequential History + World Independence
When evaluating world/sandbox features, check which components the suggestion strengthens. Features that increase Character Autonomy (crew acting on their own opinions) score higher than features that add more player-controlled options.
Output Format
For each suggestion, present:
### [Feature Name]
**Pillar alignment:** [which pillars, scored 1-8]
**Proven pattern:** [which pattern + which game proved it]
**Fun/tedious risk:** [specific risk + mitigation]
**Existing systems it builds on:** [what's already in codebase]
**Scope:** [small/medium/large — relative implementation effort]
Limit to 3 suggestions max per brainstorming round. Focus beats volume. The user can ask for more.
After Brainstorming: Deliverables
Once the user approves suggestions, the skill produces two artifacts and routes to execution.
digraph deliverables {
"User approves\nsuggestions" [shape=box];
"Write Design Doc\n(.html)" [shape=box, style=filled, fillcolor="#cce5ff"];
"Write Impl Plan\n(.md) via /writing-plans" [shape=box, style=filled, fillcolor="#d4edda"];
"Execute via\n/multi-agent-coordination" [shape=box, style=filled, fillcolor="#f8d7da"];
"User approves\nsuggestions" -> "Write Design Doc\n(.html)";
"User approves\nsuggestions" -> "Write Impl Plan\n(.md) via /writing-plans";
"Write Impl Plan\n(.md) via /writing-plans" -> "Execute via\n/multi-agent-coordination";
}
Design Document (HTML)
Write to docs/design/[feature-name]-design.html. This is the creative artifact — readable by non-engineers, shareable, visual.
Structure:
<!DOCTYPE html>
<html><head>
<title>[Feature] — Sector Design Document</title>
<style>/* clean readable style, dark theme matching game aesthetic */</style>
</head><body>
<h1>[Feature Name]</h1>
<section id="vision"><!-- 2-3 sentences: what this feels like to play --></section>
<section id="pillars"><!-- which pillars, why this matters --></section>
<section id="proven-patterns"><!-- research evidence with game citations --></section>
<section id="mechanics"><!-- specific mechanics, interactions, edge cases --></section>
<section id="player-stories"><!-- 2-3 example "stories players will tell" --></section>
<section id="fun-tedious"><!-- risks and mitigations --></section>
<section id="existing-systems"><!-- what's already built, what connects --></section>
<section id="scope"><!-- rough effort estimate --></section>
</body></html>
Key rules:
- "Player stories" section is mandatory — if you can't write 2 concrete stories players would tell, the feature isn't grounded enough
- Cite specific games in the "proven patterns" section with links to research docs
- Include the pillar alignment table from the brainstorming output
Implementation Plan (Markdown)
REQUIRED SUB-SKILL: Use superpowers:writing-plans to generate the implementation plan.
Write to .planning/[feature-name]-plan.md. This is the engineering artifact — concrete tasks, dependencies, files to modify, test strategy.
The writing-plans skill handles structure. Feed it:
- The approved suggestion(s) from brainstorming
- The "existing systems it builds on" list (already identified in brainstorming)
- The scope estimate
- Which engine files need modification vs. new files
Execution
REQUIRED SUB-SKILL: Use multi-agent-coordination to execute the plan.
The implementation plan from writing-plans produces discrete tasks. Route these to parallel agents via multi-agent-coordination:
- Engine tasks (pure C# simulation) can run in parallel with presentation tasks (MonoGame)
- Test writing can run in parallel with implementation (TDD via
superpowers:test-driven-development) - Event definitions (
.eventdeffiles) can be authored in parallel with engine handlers
Red Flags — You're Brainstorming Wrong
| Symptom | Fix |
|---|---|
| Suggesting 5+ features at once | Cut to top 3. Focus beats volume. |
| No game cited as evidence | Read the research docs. Ground every suggestion. |
| "Wouldn't it be cool if..." | Cool is not a filter. Pillar-aligned + proven + fun-tested is. |
| Duplicating existing systems | Check codebase first. Enhance what exists. |
| Suggesting without asking first | Step 1 is cooperative inquiry. Always. |
| Feature sounds fun for the designer, not the player | Apply the tedious test. Would managing this be a chore? |
| Adding complexity instead of depth | Depth = interesting decisions. Complexity = more things to track. |
| Ignoring pillar priority | A Pillar 1-2 feature beats a Pillar 7-8 feature. Always. |
Quick Reference: Research Doc Locations
| Document | Path | Best For |
|---|---|---|
| Fun Mechanics Research | docs/design/2026-02-25-fun-mechanics-research.md |
Attachment formula, pillar-aligned mechanics, recommendations |
| Game Loop Research | docs/plans/2026-03-14-game-loop-research.md |
Cross-cutting patterns, loop structures, thematic mechanics |
| Design Pillars | docs/design/PILLARS.md |
Canonical pillar definitions and priority order |
| Game Design Doc | docs/design/GDD.md |
Full game vision, system descriptions, content plans |