# ENTROPY LORE Fragments Collection

This directory contains collectible LORE fragments that players can discover throughout Break Escape scenarios. These fragments reveal the interconnected world of ENTROPY, SAFETYNET, and the shadow war between them.

## Organization Structure

LORE fragments are organized by **TWO** dimensions:

### 1. Content Type (Top-Level Directories)

- **entropy_intelligence/** - Information about ENTROPY organization, operations, cells, and methods
- **the_architect/** - Fragments specifically about ENTROPY's mysterious leader
- **character_backgrounds/** - Personal stories and development for recurring characters
- **location_history/** - Background on places where operations occur

### 2. Artifact Format (Subdirectories)

Each content type directory contains subdirectories for different artifact formats:

- **text_notes/** - Handwritten notes, sticky notes, notebook pages, scribbled observations
- **emails/** - Corporate emails, personal messages, communication chains
- **voice_messages/** - Audio logs, phone messages, voice recordings (transcribed)
- **encrypted_comms/** - ENTROPY cell-to-cell communications, encrypted messages
- **intelligence_reports/** - Official SAFETYNET analysis documents, briefings
- **corporate_docs/** - Memos, policies, meeting notes, business documents
- **personal_items/** - Diary entries, letters, personal effects with text

## Discovery Philosophy

**Progressive Revelation:** Players should gradually build understanding of ENTROPY:
- Early fragments introduce basic concepts (cells, operations, ideology)
- Mid-game fragments reveal connections and patterns
- Late-game fragments unveil deep conspiracies and master plans

**Interconnected World:** Fragments reference each other across types:
- An operation report might mention a cell leader
- A character's email might reference a specific location
- The Architect's writings explain the philosophy behind operations
- Intelligence reports connect multiple fragments

**Player Agency:**
- LORE is OPTIONAL - never required for progression
- Finding 30% gives basic understanding
- Finding 100% reveals the complete picture
- Fragments reward exploration, careful reading, and pattern recognition

## Fragment Naming Convention

Files are named: `[CATEGORY]_[NUMBER]_[SHORT_DESCRIPTOR].md`

Examples:
- `ENTROPY_OPS_001_operation_glass_house.md`
- `ARCHITECT_PHIL_003_on_inevitability.md`
- `CHAR_AGENT99_002_coffee_shop_log.md`

## Integration Notes

When placing fragments in scenarios:
1. **Early Scenarios:** 60% obvious locations, 30% exploration, 10% hidden
2. **Mid Scenarios:** 50% standard, 35% exploration, 15% hidden/achievement
3. **Late Scenarios:** 40% narrative, 30% challenging, 20% hidden, 10% achievement

Always provide context clues for discovery without making fragments required for progression.

## Cross-References

Fragments should reference each other to create interconnected narrative:
- Use consistent cell designations (e.g., CELL_ALPHA_07)
- Reference operation codenames across fragments
- Maintain character voice consistency
- Create timeline continuity
- Build mystery through connected clues

See `story_design/universe_bible/08_lore_system/` for detailed writing guidelines.
