attackability-and-consequence-model.md

music/attackability-and-consequence-model.md

Attackability & Consequence Model — the anti-GTA violence architecture (Josh, 2026-07-13)

CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order: docs/DOC_MAP.md § 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
CVD §17 · T1_Integrity_Paths
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.

The design answer to: which communities / people / companions / villagers are non-combatable, which are free to attack, and how does it work — while letting the player pick evil integrity, honoring that human violence is the real history of the world, and NOT becoming a consequence-free Grand-Theft-Auto griefing sandbox. Creative-within-vision; grounded in the integrity system (T1_Integrity_Paths worldstates), the entity-persona + non-blocking multi-path (no-dead-end) system, the assimilation-integrity mechanic, and the R-17+ content bar (memory: violence-allowed-r17-no-genocide, rated-r-aaa-dont-defang-monsters). Proposal-first; the wiring targets are marked for WS7.

The needle (the core principle)

Grand Theft Auto gives the player freedom to be violent plus TRIVIAL, comedic consequence — the rampage is a costless toy and the wanted-star is a minigame that glorifies it. Humanity gives the SAME freedom (minus a narrow banned line) but with TOTAL, PERSISTENT, integrity-and-world-reshaping CONSEQUENCE. Freedom is near-total; costless freedom is the only thing refused. Evil is a meaningful CHOICE that defines the character and reshapes the world, never a toy.

So the design question is almost never "can the player target this NPC" (invisible god-mode shields break immersion and are banned by the environment doctrine). Everything living CAN be attacked. The design lives in WHAT THE WORLD DOES when you do.

The five attackability tiers

The engine (what makes it not-GTA)

Human violence as history (staged, not sanitized)

Human violence is the real history and culture of the world across all of time, and the game stages it as such: the player fights in real wars, real arenas, real uprisings, executions, revolts, and conquests, entering those histories through the assimilation-integrity mechanic (participate / resist / deceive-and-subvert as playable choices). Violence is never edited OUT of history; it is present WITH WEIGHT. The gladiator arena is a real killing venue with an easter-egg hard-to-find sneak-out path — violence offered, not forced.

Companions & villagers specifically

Neither is god-moded and neither is invisible-walled (both break immersion). A villager is Tier-2: killable, but the village remembers and responds, and the culture endures. A companion is Tier-3: betrayable as a deliberate dark act, at maximal cost. They are protected by CONSEQUENCE and BOND, not by a can't-target flag.

The GTA contrast, crisply

Two axes, not one (the key refinement — Josh, 2026-07-13)

Attackability (who the player may swing at) and NODE PERSISTENCE (whether a place's content survives) are SEPARATE axes; the first draft conflated them. Killing NPCs and destroying a node's content are different events. The player can burn a village's lawful order to the ground without the node — the place, its quests, its economy — disappearing. It changes HANDS. This resolves both the story-gating worry and the completionist worry.

Node-succession & content-transfer (unprotected nodes)

Every node carries a SUCCESSION CHAIN — who inherits control if the current holder falls. When the player displaces or murders the lawful holder of an unprotected node, the power vacuum is filled by the opportunistic successor: the thieves' guild, a bandit crew, a dark cult, a rival warlord, a rogue militia, or the player's OWN dark faction. The node's side quests are NOT deleted — they RE-SKIN to the new holder's agenda (same node, mirrored questgiver, dark-track reward):

This is the no-dead-end gate expressed at the QUEST level: a quest is never destroyed, only reassigned to whoever now controls the node. It is realistic (vacuums get filled) and it is the completionist's safety net (every node always has a current owner giving a current version).

The three community classes

Completion is integrity/faction-relative (the completionist answer)

Do-all-the-side-quests does NOT mean do-all-the-LAWFUL-quests after becoming a monster; the completion set REROUTES with integrity. Story-anchor content is guaranteed completable on any path (adaptive beats); transferable content stays completable via the inheriting faction (the dark-track version). An evil run is a full, completable game — it completes the dark MIRROR, not a dead husk. Honest caveat: some good/dark versions of a node are MUTUALLY EXCLUSIVE (you cannot do the lawful and the bandit version of the same grove in one run) — that is REPLAY VALUE, not a lockout; each run 100%s its own track. This is the standard mature-RPG contract (Fallout / New Vegas) and it is what makes the evil choice mean something.

Wiring targets (WS7) and open confirmations

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