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Documentation Index

Fetch the complete documentation index at: https://docs.gotchipus.com/llms.txt

Use this file to discover all available pages before exploring further.

Relationship as graph, not gauge

Most games reduce social systems to a single bar that fills up. Beacon World tracks relationships per pair — between you and each resident, between each resident and your Gotchipus, and among the residents themselves. What you do in front of one person can shift how a different person treats you. The town gossips.

Three kinds of rapport

EdgeWho tracksMoves on
Player → ResidentEach NPC tracks the playerConversations, deals kept or broken, quests undertaken, sides taken
Gotchipus → ResidentEach NPC tracks the Gotchipus separatelyVisits, gifts, behavior in shared scenes — independent of the player’s own standing
Resident → ResidentThe world tracks the social graphBacked-up allies, rivalries, moments witnessed
Two of these edges live on-chain (player ↔ resident, gotchipus ↔ resident, both feeding the rapport state of the relevant TBA). The third is read by the LLM at conversation time, so a resident’s attitude toward you can be filtered through their attitude toward whoever you brought up.

What rapport unlocks

Rapport is not just flavor. It gates real on-chain access:
  • Deals — a friend’s price beats a stranger’s price. Rates, inventory access, and acceptable trade pairs are all rapport-keyed.
  • Quests and storylines — some doors only open after a resident trusts you. Others only open after they distrust you.
  • Custodial trust — high-rapport keepers accept tighter session scopes and care for your Gotchipus longer without renewal (see Sessions).
  • Witnessed moments — high-rapport NPCs will speak of you to other residents, opening or closing later doors before you walk through them.

Rapport can fall

Almost everything that raises rapport can also lower it. Walking away from a half-finished deal, betraying an alliance, neglecting a promised visit — the world notices. A resident who once gave you the back door now charges you full rate. This is intentional. Persistent worlds where actions cannot have negative consequences feel like dollhouses. Beacon World is closer to a small town: warm if you are present, cold if you are not, capable of holding a grudge for the right reasons.

How your Gotchipus participates

Your Gotchipus is not a passive avatar. It develops its own relationships with NPCs, separately from yours. A Gotchipus that spends time at the forge learns Mira’s quirks. A Gotchipus that gets into trouble at the wharf is remembered there. Because the Gotchipus’s relationship state is bound to its TBA, those relationships travel with the NFT. If the Gotchipus changes hands, the new owner inherits the friendships and the grudges both — they do not get to reset the social ledger.

Designing for the long arc

We are building Beacon World assuming people will live in it for months, not minutes. That changes what the relationship system has to do:
  • Rapport drift over time is bounded, not unbounded — drifting too far in one direction has diminishing returns.
  • Major moments leave durable marks, ordinary check-ins do not.
  • The system rewards consistent presence over burst grinding. Talking to Brann every few days for a month outweighs spamming him in a single afternoon.
The result is a town that feels less like a quest hub and more like a neighborhood. The point of going back is the people you went back to see.