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
notescolumn where it is missing, and adescriptionwhere 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.recordadds to them, a new paragraph each time (the same text twice is kept once);correctreplaces 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 ownnote; neither gets another.description: what a thing is, as the game or a guide says. On games, quests, items and the codex.recordandcorrectreplace it. Sessions have their summary, goals their text, so neither gets one.- Tools:
recordtakesnotesanddescriptionon quests, items and codex entries,noteson goals and the snapshot, andnotes: { game, playthrough, session }withgameDescriptionfor the rest.correcttakesnoteson every target but an entry, anddescriptionon 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).