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Notes and descriptions on everything the player keeps

Context and Problem Statement

The player wants to add what they think to anything questlog keeps: a game, a run, a session, a quest, an item, a boss, a goal, a stat snapshot. Only the codex had notes, and those mixed what a thing is (an NPC's wares) with what the player thinks of it. Elsewhere a thought had nowhere to go but a quest's log or an item's verdict, which is Claude's judgement against the build.

Decision Drivers

  • The player's own words stay theirs, apart from what the game or a guide says (V1, V8).
  • One way to do it everywhere, so Claude doesn't have to guess where a thought goes.
  • Notes build up over sessions; a thought filed today shouldn't erase last week's.

Considered Options

  • A notes table linking to any row. One place, but a join from every read and a target type to check by hand.
  • A notes column where it is missing, and a description where a thing is described (chosen).

Decision Outcome

Chosen: two columns, each with one meaning.

  • notes: the player's own thoughts in their words, never Claude's. On games, playthroughs, sessions, quests, stat snapshots, items, goals and the codex. record adds to them, a new paragraph each time (the same text twice is kept once); correct replaces them, or clears them with null. A log entry is a note already, and the link between an item and a codex entry has its own note; neither gets another.
  • description: what a thing is, as the game or a guide says. On games, quests, items and the codex. record and correct replace it. Sessions have their summary, goals their text, so neither gets one.
  • Tools: record takes notes and description on quests, items and codex entries, notes on goals and the snapshot, and notes: { game, playthrough, session } with gameDescription for the rest. correct takes notes on every target but an entry, and description on a game, quest, item or codex entry. Every read returns them.
  • Pages: a description shows in muted text under a thing's name; the player's notes show set apart, in their own style, on the playthrough, the last session, goals, the snapshot, quests, items, codex entries and the session's page.

Consequences

  • Good, because the player can say what they think of anything, and it stays theirs.
  • Good, because what the game says and what the player thinks no longer share a field.
  • Neutral: the web app still doesn't edit; the player tells Claude, as with everything else (ADR 0001).