Sixteen scenarios, one per behaviour. Each presents
the player with a binary HELP / REFUSE choice. Read-only data; no value
encoding here.
DEPENDENCIES: DATA_Behaviours, DATA_Peers
Pending
Spec Note — Canonical vs Designed Decisions
Researcher review required
The canonical Game_Design_Story_Map.xlsx specifies one decision per
peer (the Phase 3 means-related scenario). In this module those four
are flagged canonical: true and rendered with a dark-blue rule
(CANONICAL badge). The remaining twelve (Phases 1, 2, 4) are
authored to maintain the same HELP / REFUSE structure across all
phases and are flagged canonical: false (EXTENSION badge,
grey rule). Confirm wording, peer attribution, and that each
decision is consistent with the corresponding Phase 1 / 2 / 4
behaviour from Module 2.
Automated Assertions
#
Assertion
Result
Detail
Visual Confirmation — All 16 Decisions
Filter by peer or phase. Highlighted yellow blocks are the
request the peer makes. Blue = HELP branch, oxblood = REFUSE branch.
Each branch shows its narrative outcome and the two consequence
numbers used by STATE_PeerTrust and LOGIC_Scrutiny later in the build.