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this is like the third draft of this doc. I've been trying to write this for ages but it's a bit tricky.

Generally:

  • Jobs are social frameworks that give plausible deniability and moment-to-moment gameplay to crew
  • Jobs should be reactive in order to create networks of social dependency on the station
  • Jobs are about interacting with others rather than bespoke content.

please make suggestions if shit is not up to snuff im trying my best.

renames the 2nd core pillar from "ambiguous game state" to "social deduction" since i think it just makes sense to be direct with it.

@EmoGarbage404 EmoGarbage404 merged commit 9210d94 into EphemeralSpace:master Jan 9, 2026
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2 participants