Add Mission 2 'Ransomed Trust' development preparation document

- Created comprehensive preparation doc for M02 development
- Extracted mission details from Season 1 arc plan
- Documented 9-stage development workflow
- Applied Mission 1 good practices and lessons learned
- Identified new mechanics: patrolling guards, PIN cracking
- Outlined moral choices: ransom payment, hospital exposure
- Documented campaign connections to M1 and M6
- Included risk assessment and success criteria
- Ready for Stage 0: Scenario Initialization
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# Mission 2: "Ransomed Trust" - Development Preparation
**Mission ID:** m02_ransomed_trust
**Title:** Ransomed Trust
**Status:** 🔄 READY FOR STAGE 0 INITIALIZATION
**Prepared:** 2025-12-20
**Development Process:** 9-Stage Scenario Development Workflow
---
## Executive Summary
Mission 2 "Ransomed Trust" is a crisis response mission where players must infiltrate a hospital hit by ransomware to recover decryption keys before critical systems fail. This mission introduces patrolling guards and PIN cracking mechanics while reinforcing lockpicking and social engineering from Mission 1.
**Key Metrics (Target):**
- **Difficulty:** Beginner (Mission 2 of Season 1)
- **Estimated Playtime:** 50-70 minutes
- **ENTROPY Cell:** Ransomware Incorporated
- **SecGen Scenario:** "Rooting for a win" (ProFTPD backdoor, basic exploitation)
- **CyBOK Areas:** Malware & Attack Technologies, Incident Response, Applied Cryptography
- **New Mechanics:** Patrolling guards (timing/stealth), PIN cracking (safe minigame)
---
## Mission Overview from Season 1 Arc
### Story Premise
Local hospital hit by ransomware; patient records encrypted. SAFETYNET suspects ENTROPY's Ransomware Incorporated cell. Player must infiltrate the hospital's compromised network to recover decryption keys before critical systems fail.
### Core Challenges (Break Escape)
- **Lockpicking** (reinforced from M1)
- **Patrolling guards** (NEW) - security heightened after breach
- **NPC social engineering** (reinforced) - stressed IT admin provides access
- **PIN cracking on safe** (NEW) - backup encryption keys stored physically
### VM Challenge Integration
**SecGen Scenario:** "Rooting for a win" (ProFTPD backdoor exploitation)
- Exploit ProFTPD backdoor on hospital backup server
- Recover encrypted patient database
- Find decryption keys and test recovery process
**Hybrid Architecture:**
- VM provides technical validation (exploitation skills)
- ERB templates provide narrative content (ransom notes, patient data, hospital emails)
- Dead drop system: VM flags unlock backup access, decryption tools
### Educational Objectives (CyBOK)
- **Malware & Attack Technologies:** Ransomware behavior, encryption
- **Incident Response:** Recovery procedures, backup importance
- **Applied Cryptography:** Symmetric encryption, key recovery
### Narrative Arc (3 Acts)
**Act 1: Urgent Briefing & Infiltration (15-20%)**
- Urgent briefing - patients at risk
- Infiltrate hospital as "external security consultant"
- Establish cover, meet stressed hospital staff
**Act 2: Investigation & Escalation (50-60%)**
- Discover ransomware deployed via vulnerable FTP server
- IT admin NPC helps locate backup systems
- Exploit vulnerability to access backups
- PIN crack safe containing offline key backup
- Navigate patrolling guards (NEW mechanic tutorial)
**Act 3: Climax & Choice (20-30%)**
- **Choice moment:** Pay ransom for faster recovery vs. use recovered keys (slower)
- **Secondary choice:** Expose hospital's poor security publicly vs. quiet resolution
- Confront or trace ENTROPY operative "Ghost"
- Resolution based on player choices
### Key NPCs
- **Dr. Sarah Kim** (Hospital CTO) - Desperate to recover systems, considers paying ransom
- **Marcus Webb** (IT Admin) - Overworked, feels guilty, provides access (social engineering target)
- **"Ghost"** (Ransomware Inc. operative) - Anonymous contact demanding payment (voice/text only)
- **Agent 0x99** (Handler) - Remote support, guidance on ransomware response
### LORE Opportunities
- **Ransomware Note** - Includes ENTROPY cell signature, philosophy about "teaching resilience"
- **Payment Wallet Connection** - Connected to broader cryptocurrency network (setup for M6)
- **CryptoSecure Recovery Services** - Ransomware Inc. legitimate cover company
- **Cross-Cell Coordination Hints** - References to Zero Day Syndicate (M3 connection)
### Moral Complexity
**Major Choice:** Pay ransom (faster recovery, funds ENTROPY) vs. recover independently (slower, patients at higher risk)
**Secondary Choice:** Expose hospital's poor security publicly (damages reputation, forces improvement) vs. quiet resolution (vulnerabilities remain, protect hospital image)
**Consequences:**
- Ransom payment affects M6 (cryptocurrency trail)
- Hospital exposure affects future medical facility missions
- Patient outcomes reflected in closing debrief
### Success Outcomes
- **Full Success:** Keys recovered, no ransom paid, patients safe, vulnerability patched
- **Partial Success:** Ransom paid but systems recovered, OR keys recovered but some data lost
- **Minimal Success:** Systems recovered but significant data loss or ransom paid
### Connection to Campaign Arc
- **Financial Trail:** Cryptocurrency wallet connects to Crypto Anarchists (M6)
- **Cross-Cell Coordination:** Ransomware deployed too precisely (someone scouted vulnerabilities - Zero Day Syndicate)
- **ENTROPY Sophistication:** Second evidence of professional planning
- **Campaign Choice Tracking:** Ransom payment decision affects M6 financial investigation clarity
---
## Development Workflow: 9-Stage Process
Based on Mission 1 example and the story development prompts, Mission 2 will follow this process:
### ✅ Pre-Stage 0: Mission Selection (COMPLETE)
**Source:** `planning_notes/overall_story_plan/season_1_arc.md` lines 178-239
**Deliverables:**
- Mission concept identified
- ENTROPY cell selected (Ransomware Incorporated)
- SecGen scenario identified ("Rooting for a win")
- Narrative theme established (Crisis Response)
---
### 🔄 Stage 0: Scenario Initialization (NEXT)
**Reference Prompt:** `story_design/story_dev_prompts/00_scenario_initialization.md`
**Key Decisions Needed:**
1. **Technical Challenges Detailed Breakdown:**
- VM challenges (ProFTPD exploitation specifics)
- In-game challenges (guard patrol patterns, safe PIN puzzle design)
- Hybrid integration (how VM flags unlock physical resources)
2. **Narrative Theme Deep Dive:**
- Hospital setting details (layout, atmosphere, time pressure)
- Ransomware crisis specifics (what systems are down, patient impact)
- Moral dilemma presentation (how to frame the ransom choice)
3. **ENTROPY Cell Integration:**
- Ransomware Incorporated philosophy ("teaching resilience through crisis")
- Ghost's character and communication style
- Connection to broader ENTROPY network
**Deliverables for Stage 0:**
- `00_scenario_initialization.md` - Complete mission initialization
- `technical_challenges.md` - Detailed challenge breakdown (VM + in-game)
- `narrative_themes.md` - Expanded narrative and setting details
- `hybrid_architecture_plan.md` - How VM and ERB integrate
**Good Practices from Mission 1:**
- ✅ Make stakes concrete with specific numbers (e.g., "X patients at risk", "Y critical systems down")
- ✅ Show villain's philosophy through documents/communications, not just dialogue
- ✅ Plan ERB narrative content separately from VM challenges
- ✅ Identify cross-mission connections early (M6 financial trail)
---
### ⬜ Stage 1: Narrative Structure Development
**Reference Prompt:** `story_design/story_dev_prompts/01_narrative_structure.md`
**Key Tasks:**
- Expand 3-act structure from arc summary into scene-by-scene breakdown
- Identify key story beats and dramatic moments
- Plan emotional arc (urgency → desperation → relief/consequences)
- Map narrative beats to gameplay moments
**Deliverables:**
- `01_narrative_structure.md` - Complete narrative arc with scenes
- Story beat timeline
- Emotional progression chart
---
### ⬜ Stage 2: Storytelling Elements Design
**Reference Prompt:** `story_design/story_dev_prompts/02_storytelling_elements.md`
**Key Tasks:**
- Develop character voices (Dr. Kim, Marcus, Ghost, Agent 0x99)
- Define hospital atmosphere (sterile, tense, crisis mode)
- Design pacing (time pressure without overwhelming)
- Create environmental storytelling elements
**Deliverables:**
- `02_storytelling_atmosphere.md` - Setting and atmosphere details
- `02_storytelling_characters.md` - NPC profiles with voice examples
- `02_storytelling_dialogue.md` - Sample dialogue demonstrating voices
---
### ⬜ Stage 3: Moral Choices and Consequences
**Reference Prompt:** `story_design/story_dev_prompts/03_moral_choices.md`
**Key Tasks:**
- Design ransom payment choice presentation
- Design hospital exposure choice presentation
- Map consequences (immediate, debrief, campaign-level)
- Ensure educational constraints respected (choices don't skip challenges)
**Deliverables:**
- `03_moral_choices.md` - Complete choice design with branching paths
- Consequence mapping table
- Campaign impact documentation
**Good Practices from Mission 1:**
- ✅ Avoid vague "approach" choices at mission start
- ✅ Include mid-mission moral choice (e.g., warn Marcus about something)
- ✅ Track player actions with global variables
- ✅ Reflect choices in closing debrief with specific acknowledgments
---
### ⬜ Stage 4: Player Objectives and Tasks
**Reference Prompt:** `story_design/story_dev_prompts/04_player_objectives.md`
**Key Tasks:**
- Define complete objective hierarchy (objectives → aims → tasks)
- Map VM flag submissions as tasks
- Map in-game tasks (guard evasion, safe cracking, NPC interactions)
- Design progressive unlocking with intentional backtracking
- Create objectives.json structure
**Deliverables:**
- `04_player_objectives.md` - Narrative design of player goals
- `objectives.json` - Complete JSON structure
- `objective_to_world_mapping.md` - Where/how each task completes
**New for Mission 2:**
- Guard evasion tasks (timing-based objectives)
- PIN cracking task (safe minigame completion)
- Ransom decision task (choice tracking)
---
### ⬜ Stage 5: Room Layout and Spatial Design
**Reference Prompt:** `story_design/story_dev_prompts/05_room_layout_design.md`
**Key Tasks:**
- Design hospital layout (reception, IT office, server room, administrative wing)
- Place containers (safes, filing cabinets, medical supply cabinets)
- Design lock types and placement
- Position NPCs (static and patrolling)
- Place terminals (VM access, drop-site)
- Design guard patrol routes (NEW for Mission 2)
**Deliverables:**
- `05_room_layout.md` - Complete room design with dimensions (GUs)
- `05_guard_patrols.md` - Patrol route specifications
- Container placement map
- Lock placement strategy
- ASCII map diagram
**New Challenges for Mission 2:**
- Designing patrol routes that create stealth gameplay
- Balancing guard timing with player progression
- Hospital layout must feel authentic while supporting gameplay
---
### ⬜ Stage 6: LORE Fragment Design
**Reference Prompt:** `story_design/story_dev_prompts/06_lore_fragments.md`
**Key Tasks:**
- Create 3-4 LORE fragments for beginner difficulty
- Design discovery locations and unlock requirements
- Align fragments with CyBOK areas
- Connect to broader ENTROPY lore
**Suggested LORE Fragments:**
1. **Ransomware Inc. Business Model** - Legitimate "recovery services" cover
2. **Ghost's Manifesto** - Philosophy about "resilience through adversity"
3. **Cryptocurrency Wallet Analysis** - Connection to M6 financial network
4. **Zero Day Exploit Source** - Connection to M3 (exploit sold by ZDS)
**Deliverables:**
- `06_lore_fragments.md` - Complete LORE content and placement
---
### ⬜ Stage 7: Ink Scripting
**Reference Prompt:** `story_design/story_dev_prompts/07_ink_scripting.md`
**Key Tasks:**
- Write opening briefing (Agent 0x99 explains crisis)
- Write NPC dialogues (Dr. Kim, Marcus Webb)
- Write terminal scripts (drop-site, ransom payment interface)
- Write phone conversations (Agent 0x99 support, Ghost's ransom demand)
- Write closing debrief (reflects player choices)
**Deliverables (in `07_ink_scripts/` directory):**
- `m02_opening_briefing.ink`
- `m02_npc_sarah_kim.ink`
- `m02_npc_marcus_webb.ink`
- `m02_terminal_dropsite.ink`
- `m02_terminal_ransom_interface.ink` (NEW - ethical dilemma interface)
- `m02_phone_agent0x99.ink`
- `m02_phone_ghost.ink` (NEW - antagonist communication)
- `m02_closing_debrief.ink`
**New Ink Patterns for Mission 2:**
- Guard detection consequences (dialogue changes if caught)
- Time pressure indicators in Agent 0x99 support calls
- Ransom payment ethical debate (Ghost's persuasion vs. 0x99's warnings)
**Constraints:**
- ✅ 3-line dialogue rule (user requirement from M1)
- ✅ Auto-detection format for single NPCs
- ✅ Hub patterns for replayable conversations
- ✅ Use `#complete_task:task_id` for objectives integration
- ✅ Use `#give_item:item_id` for item transfers
---
### ⬜ Stage 8: Scenario Review and Validation
**Reference Prompt:** `story_design/story_dev_prompts/08_scenario_review.md`
**Key Tasks:**
- Completeness check (all stages 0-7 complete)
- Consistency validation (narrative, technical, spatial, choice, canon)
- Technical validation (room generation, Ink syntax, game systems)
- Educational validation (CyBOK alignment, accuracy, pedagogy)
- Narrative quality review
- Player experience review
- Polish and presentation check
- Risk assessment
**Deliverables:**
- `08_validation_report.md` - Comprehensive validation results
- Issue tracking and resolution plan
- Approval decision (PASS / CONDITIONAL PASS / REVISIONS NEEDED)
---
### ⬜ Stage 9: Scenario Assembly and ERB Conversion
**Reference Prompt:** `story_design/story_dev_prompts/09_scenario_assembly.md`
**Key Tasks:**
- Pre-assembly logical flow validation (no soft locks)
- Critical path walkthrough
- Assemble complete `scenario.json.erb`
- Create ERB templates for narrative content
- Generate encoded messages (Base64, ROT13, Hex)
- Document implementation guidance
- Create developer handoff document
**Deliverables:**
- `09_logical_flow_validation.md` - Pre-assembly completability check
- `09_assembly_notes.md` - Implementation guidance
- `scenarios/m02_ransomed_trust/mission.json` - Metadata file
- `scenarios/m02_ransomed_trust.json.erb` - **FINAL PLAYABLE FILE** (if using ERB)
- `DEVELOPER_HANDOFF.md` - Quick-start guide for developers
- `MISSION_COMPLETE.md` - Master index and completion report
---
## Key Differences from Mission 1
### New Mechanics to Design
1. **Patrolling Guards:**
- Need patrol route design system
- Timing-based stealth gameplay
- Detection consequences (not game-over, but complications)
- Tutorial integration (first guard encounter)
2. **PIN Cracking Safe Minigame:**
- Design puzzle mechanics
- Difficulty appropriate for beginner mission
- Narrative integration (why is backup key in physical safe?)
- Hint system design
3. **Time Pressure Element:**
- Not a hard timer, but narrative urgency
- NPC dialogue reflects increasing desperation
- Optional: progressive system failures if player takes too long
4. **Ransom Payment Interface:**
- Unique terminal type (ethical decision interface)
- Shows consequences of each choice
- Ghost's persuasion vs. Agent 0x99's warnings
- No "right" answer indicated
### Setting Differences
- **Hospital vs. Corporate Office:**
- More restrictive environment (security cameras, guards)
- Innocent bystanders (patients) create moral weight
- Sterile, institutional atmosphere vs. startup culture
- Different container types (medical supply cabinets, hospital records)
### Narrative Tone Shifts
- **Higher Stakes:** Patients at direct risk (lives, not just data)
- **More Urgency:** Time pressure from failing systems
- **Moral Ambiguity:** Is paying ransom wrong if it saves lives?
- **Institutional Dysfunction:** Hospital's poor security practices contributed to crisis
---
## Good Practices from Mission 1 to Apply
### ✅ Concrete Stakes with Specific Numbers
**Mission 1 Example:** "Operation Shatter will kill 42-85 people"
**Mission 2 Application:**
- "X patients on life support with Y hours of backup power remaining"
- "Z critical medical records encrypted affecting ABC ongoing treatments"
- Specific ransomware demand amount (e.g., "2.5 Bitcoin = $87,000")
### ✅ Villains as True Believers
**Ghost (Ransomware Inc. operative) should:**
- Believe hospitals with poor security deserve consequences
- Have philosophy about "teaching resilience through adversity"
- Feel no remorse about patient risk ("acceptable cost of education")
- Refuse cooperation if caught (ideologically committed)
- Present coherent worldview in communications
**NOT:** Sympathetic hacker who regrets their actions
### ✅ Evidence Through Discovery
**Don't just tell players about ransomware in dialogue. Let them find:**
- Ransomware deployment logs on compromised FTP server
- Internal hospital security audit showing ignored vulnerabilities
- Email chain where IT budget was repeatedly cut
- Ghost's manifesto document explaining ENTROPY philosophy
- Payment wallet analysis showing connection to other ENTROPY operations
### ✅ Mid-Mission Moral Choice
**Example:** Player discovers Marcus (IT admin) will be scapegoated for the breach, even though management ignored his security warnings.
**Choice:**
- Warn Marcus privately (help innocent ally, complicate investigation)
- Plant evidence clearing Marcus (manipulate investigation, protect innocent)
- Focus on mission (Marcus faces consequences, mission smoother)
### ✅ Closing Debrief Reflects Choices
**Track with global variables:**
```json
"globalVariables": {
"paid_ransom": false,
"exposed_hospital_publicly": false,
"marcus_protected": false,
"systems_recovered": 0,
"patients_saved": 0,
"lore_collected": 0,
"ghost_traced": false
}
```
**Debrief acknowledges:**
- Ransom decision and outcome
- Systems recovery percentage
- Patient outcomes (lives saved/improved)
- Marcus's fate
- Hospital's security improvements (or lack thereof)
- Ghost's status (escaped/traced/captured)
---
## Critical Decisions Needed Before Starting Stage 0
### 1. Guard Patrol Mechanics Specification
**Question:** How do patrolling guards work mechanically?
**Options:**
- **Option A:** Timed patrol routes (player must wait for guard to pass)
- **Option B:** Line-of-sight detection (avoid guard's vision cone)
- **Option C:** Noise-based detection (lockpicking alerts nearby guards)
- **Option D:** Combination of above
**Recommendation:** Option A (timed patrols) for Mission 2 beginner difficulty. Simple to understand, teaches timing-based gameplay. Line-of-sight can be introduced in later missions.
### 2. PIN Cracking Puzzle Design
**Question:** What type of puzzle is the safe PIN cracking?
**Options:**
- **Option A:** Mastermind-style logic puzzle (guess code, get feedback)
- **Option B:** Clue-based puzzle (find hints around environment)
- **Option C:** Mini-game (lockpicking variant with numbers)
- **Option D:** Combination (find some digits via clues, guess remainder)
**Recommendation:** Option D (combination). Find 2-3 digits through environmental clues (Marcus's birthday on photo, hospital founding year on plaque), guess final digit(s). Balances investigation with puzzle-solving.
### 3. Ransom Payment Consequences
**Question:** What are the mechanical and narrative consequences of paying ransom?
**Immediate:**
- **If paid:** Faster system recovery (positive), ENTROPY funded (negative), Ghost escapes (negative)
- **If not paid:** Slower recovery (negative), no ENTROPY funding (positive), opportunity to trace Ghost (positive)
**Campaign (M6 Financial Investigation):**
- **If paid:** Clear cryptocurrency trail to follow, but more funds available to ENTROPY
- **If not paid:** Less clear financial trail, but ENTROPY has less operational funding
**Recommendation:** Neither choice is "wrong." Each has trade-offs. Debrief acknowledges both paths as valid.
### 4. Hospital Exposure Consequences
**Question:** What happens if player exposes hospital's security failures publicly?
**Immediate:**
- **If exposed:** Hospital reputation damaged, security improvements forced, Dr. Kim may lose job
- **If quiet:** Hospital reputation intact, security may not improve, Dr. Kim grateful
**Campaign:**
- **If exposed:** Future medical facility missions more difficult (hospitals distrust SAFETYNET)
- **If quiet:** Better relationship with medical sector, but vulnerabilities persist
**Recommendation:** Track for later missions. M10 could reference this choice (hospital security improved or not).
---
## Development Timeline Estimate
Based on Mission 1 development experience:
| Stage | Description | Estimated Time |
|-------|-------------|----------------|
| Stage 0 | Scenario Initialization | 8-12 hours |
| Stage 1 | Narrative Structure | 6-8 hours |
| Stage 2 | Storytelling Elements | 8-10 hours |
| Stage 3 | Moral Choices | 4-6 hours |
| Stage 4 | Player Objectives | 6-8 hours |
| Stage 5 | Room Layout Design | 8-12 hours (includes guard patrols) |
| Stage 6 | LORE Fragments | 3-4 hours |
| Stage 7 | Ink Scripting | 12-16 hours (8 scripts) |
| Stage 8 | Review & Validation | 6-8 hours |
| Stage 9 | Scenario Assembly | 8-12 hours |
| **TOTAL DESIGN** | **All stages** | **69-96 hours** |
**Implementation (Post-Design):** 70-90 hours (based on M1)
**Total Mission 2 Development:** ~140-186 hours (design + implementation)
---
## Success Criteria for Mission 2
### Educational Success
- ✅ Players understand ransomware behavior and encryption
- ✅ Players learn incident response procedures
- ✅ Players practice ProFTPD exploitation techniques
- ✅ Players understand backup importance
- ✅ CyBOK areas (Malware, Incident Response, Cryptography) covered
### Narrative Success
- ✅ Players feel urgency without being overwhelmed
- ✅ Ransom choice feels genuinely difficult (no obvious "right" answer)
- ✅ Ghost is memorable antagonist with coherent philosophy
- ✅ Hospital setting feels authentic
- ✅ Connection to M1 (ENTROPY coordination) and M6 (financial trail) clear
### Game Design Success
- ✅ Guard patrol mechanics intuitive and fair
- ✅ PIN cracking puzzle satisfying without frustrating
- ✅ Lockpicking reinforced from M1 (players improve)
- ✅ Social engineering reinforced (Marcus interaction)
- ✅ Hybrid architecture (VM + ERB) seamless
### Player Experience Success
- ✅ 80%+ completion rate for minimal path
- ✅ Average playtime 50-70 minutes
- ✅ Positive feedback on moral choices
- ✅ Players remember Ghost and Ransomware Inc.
- ✅ Players feel prepared for Mission 3 mechanics
---
## Risk Assessment
### Risk 1: Guard Patrol Complexity
**Risk:** Guard patrols too difficult for beginner mission
**Mitigation:**
- Simple, predictable patrol routes
- Tutorial section with Agent 0x99 explaining timing
- Forgiving detection (warning before consequences)
- Optional paths around guards for struggling players
**Probability:** Medium
**Severity:** High (could frustrate new players)
### Risk 2: PIN Puzzle Accessibility
**Risk:** Players can't find clues or solve puzzle
**Mitigation:**
- Multiple clue types (visual, dialogue, documents)
- Progressive hint system via Agent 0x99
- Optional brute-force path (try all combinations, time-consuming but works)
**Probability:** Low
**Severity:** Medium
### Risk 3: Ransom Choice Feels Forced
**Risk:** Players feel railroaded into "correct" choice
**Mitigation:**
- Present both options neutrally
- Ghost's persuasion vs. Agent 0x99's concerns balanced
- Debrief validates both choices
- No achievement/score penalty for either choice
**Probability:** Medium
**Severity:** High (undermines moral choice system)
### Risk 4: Hospital Setting Feels Generic
**Risk:** Hospital doesn't feel distinct from corporate office (M1)
**Mitigation:**
- Unique container types (medical supply cabinets)
- Hospital-specific atmosphere (PA announcements, medical equipment sounds)
- NPC dialogue references patient impact
- Visual design distinct from M1
**Probability:** Low
**Severity:** Medium
---
## Next Steps: Starting Stage 0
### Immediate Actions (2-4 hours)
1. **Review Stage 0 Prompt:**
- Read `story_design/story_dev_prompts/00_scenario_initialization.md` completely
- Understand hybrid architecture requirements
- Review Mission 1 Stage 0 documents as examples
2. **Make Critical Decisions:**
- Finalize guard patrol mechanics specification
- Finalize PIN cracking puzzle design
- Confirm ransom and exposure consequence details
3. **Gather Reference Materials:**
- SecGen "Rooting for a win" scenario details
- Ransomware Incorporated cell lore from universe bible
- Hospital layout references (if available)
### Stage 0 Development (8-12 hours)
4. **Write `00_scenario_initialization.md`:**
- Mission overview (tier, duration, CyBOK areas)
- ENTROPY cell selection (Ransomware Inc.) with justification
- Recommended narrative theme ("Hospital Crisis Response")
- Complete 3-act structure preview
- Key NPCs with roles
- LORE opportunities
- Victory conditions and failure states
- Educational objectives
5. **Write `technical_challenges.md`:**
- Break Escape challenges (guards, PIN, lockpicking, social engineering)
- VM challenges (ProFTPD exploitation specifics)
- Challenge integration (physical + digital correlation)
- Difficulty scaling options
- Educational outcomes
6. **Write `narrative_themes.md`:**
- Recommended theme deep dive (hospital setting)
- Full inciting incident (ransomware attack)
- Stakes across all levels (patient lives, hospital reputation, ENTROPY funding)
- Central conflict (time pressure + moral dilemma)
- Beat-by-beat narrative arc (all 3 acts expanded)
- NPC deep dives with voice examples
- Tone and atmosphere (urgent, sterile, morally complex)
7. **Write `hybrid_architecture_plan.md`:**
- VM scenario role (ProFTPD exploitation for technical validation)
- ERB narrative content plan (ransom notes, hospital records, Ghost's communications)
- Dead drop system integration (VM flags unlock backup access)
- Objectives system integration (VM tasks + in-game tasks)
- In-game education approach (Agent 0x99 teaches incident response)
### Deliverable Checklist for Stage 0 Completion
- [ ] `README.md` - This document (already created)
- [ ] `00_scenario_initialization.md` - Complete initialization
- [ ] `technical_challenges.md` - Detailed challenge breakdown
- [ ] `narrative_themes.md` - Expanded narrative details
- [ ] `hybrid_architecture_plan.md` - VM + ERB integration plan
- [ ] Critical decisions documented and finalized
- [ ] Cross-references to M1 and M6 documented
- [ ] Ransomware Inc. philosophy integrated from universe bible
- [ ] SecGen scenario compatibility confirmed
---
## Reference Documents
### Essential Reading Before Stage 0
**Season 1 Arc:**
- `planning_notes/overall_story_plan/season_1_arc.md` (lines 178-239 for M2 details)
- `planning_notes/overall_story_plan/README.md` (hybrid architecture overview)
- `planning_notes/overall_story_plan/quick_reference.md` (M2 quick facts)
**Mission 1 Examples:**
- `planning_notes/overall_story_plan/mission_initializations/m01_first_contact/README.md`
- `planning_notes/overall_story_plan/mission_initializations/m01_first_contact/initialization_summary.md`
- `planning_notes/overall_story_plan/mission_initializations/m01_first_contact/technical_challenges.md`
- `planning_notes/overall_story_plan/mission_initializations/m01_first_contact/narrative_themes.md`
**Development Prompts:**
- `story_design/story_dev_prompts/README.md` (workflow overview)
- `story_design/story_dev_prompts/00_scenario_initialization.md` (Stage 0 template)
**Universe Bible:**
- `story_design/universe_bible/03_entropy_cells/ransomware_incorporated.md` (if exists)
- `story_design/universe_bible/05_world_building/rules_and_tone.md`
- `story_design/universe_bible/10_reference/style_guide.md`
**Technical Documentation:**
- `docs/ROOM_GENERATION.md` (for Stage 5 room design)
- `docs/OBJECTIVES_AND_TASKS_GUIDE.md` (for Stage 4 objectives)
- `docs/INK_INTEGRATION.md` (for Stage 7 Ink scripting)
- `docs/NPC_INTEGRATION_GUIDE.md` (for NPC placement)
- `docs/CONTAINER_MINIGAME_USAGE.md` (for safe PIN puzzle)
- `docs/LOCK_KEY_QUICK_START.md` (for lockpicking)
---
## Questions for Consideration
### Narrative Questions
1. Why is the hospital particularly vulnerable to ransomware? (Budget cuts? Outdated systems? IT warnings ignored?)
2. What makes Ghost (Ransomware Inc. operative) believe in their philosophy?
3. How does this mission's tone differ from M1? (More urgent? More morally ambiguous?)
4. What specific patient stories make the stakes personal?
### Mechanical Questions
1. How many guards should patrol? (1-2 for beginner difficulty?)
2. What's the safe PIN complexity? (4-digit? 6-digit?)
3. Should there be a hard time limit, or just narrative urgency?
4. Can players be "caught" by guards, or just delayed?
### Educational Questions
1. What ransomware behaviors should players observe?
2. What incident response procedures should players practice?
3. How do we teach ProFTPD exploitation context without slowing narrative?
4. What's the balance between technical accuracy and playability?
### Integration Questions
1. How does the cryptocurrency payment connect to M6 mechanically?
2. Should M1 choices affect M2? (Reputation with institutions?)
3. How does Ghost's character connect to broader ENTROPY lore?
4. What clues about M3's Zero Day Syndicate can we plant?
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## Conclusion
**Mission 2: "Ransomed Trust" is READY FOR STAGE 0 INITIALIZATION.**
This document provides a complete foundation for beginning development based on:
- ✅ Season 1 arc mission breakdown
- ✅ Mission 1 good practices and lessons learned
- ✅ 9-stage development workflow understanding
- ✅ Hybrid architecture (VM + ERB) integration model
- ✅ Game systems integration requirements
**Recommendation:** Proceed to Stage 0 with focus on:
1. Making stakes concrete (specific patient numbers, system failures)
2. Designing Ghost as true believer (Ransomware Inc. philosophy)
3. Creating morally complex ransom choice (no "right" answer)
4. Introducing guard patrols intuitively (beginner-friendly)
5. Connecting to M1 (ENTROPY coordination) and M6 (financial trail)
**Next Step:** Begin writing `00_scenario_initialization.md` following the Stage 0 prompt template.
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**Document Version:** 1.0
**Last Updated:** 2025-12-20
**Status:** PREPARATION COMPLETE - READY FOR STAGE 0
**"When systems fail, who do you trust? When lives hang in the balance, what price is too high?"**
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