<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Systems on MASTERMIND // Vlagopus</title><link>https://mastermind.vlagopus.ca/tags/systems/</link><description>Recent content in Systems on MASTERMIND // Vlagopus</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Thu, 05 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://mastermind.vlagopus.ca/tags/systems/index.xml" rel="self" type="application/rss+xml"/><item><title>Minions are people, apparently</title><link>https://mastermind.vlagopus.ca/devlog/minions-are-people-apparently/</link><pubDate>Thu, 05 Mar 2026 00:00:00 +0000</pubDate><guid>https://mastermind.vlagopus.ca/devlog/minions-are-people-apparently/</guid><description>&lt;p&gt;Shipped the first pass of per-minion memory. Every minion now carries a small, persistent behaviour state — grudges, loyalties, one or two specific things they are weirdly good at, one or two they are weirdly bad at.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s 240 bytes per minion. The entire roster&amp;rsquo;s memory fits in a rounding error of RAM. The &lt;em&gt;effect&lt;/em&gt; on gameplay is not a rounding error.&lt;/p&gt;
&lt;h3 id="what-emerged-in-playtest"&gt;What emerged in playtest&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;A minion named M-041 (codename &lt;strong&gt;WRAITH&lt;/strong&gt;) refused an assignment three times in a row because the target was a museum in Prague, which is, per their backstory, where their sister works. We didn&amp;rsquo;t write that behaviour. The system inferred it from a single &amp;ldquo;affinity:PRG&amp;rdquo; tag we had on the minion and a &amp;ldquo;location:PRG&amp;rdquo; tag on the mission. We kept the emergence.&lt;/li&gt;
&lt;li&gt;Another minion started leaving the cafeteria five minutes before shift change every day. Every day. We have no explanation. We are &lt;em&gt;also&lt;/em&gt; keeping this.&lt;/li&gt;
&lt;li&gt;A third minion is, per the log files, slowly losing loyalty at a rate of exactly 0.3 per day and we can&amp;rsquo;t find why. The design team has named this &amp;ldquo;the slow bleed&amp;rdquo; and is building an entire counter-intel minigame around it.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="takeaway"&gt;Takeaway&lt;/h3&gt;
&lt;blockquote&gt;
&lt;p&gt;Cheap, persistent, per-agent state creates gameplay that feels like it was written by a better designer than anyone on the team.&lt;/p&gt;</description></item></channel></rss>