Archived Documents
This file tracks documents that have been superseded or archived, preserving the design progression and decisions that led to changes.
Session 18 — New Direction Archive (March 1, 2026)
Session 17 identified the root problem: 16 sessions of traditional RPG mechanics (dice, stats, card battles, phase-based win/lose) were fighting the game the players actually wanted. Session 18 locked in a new direction — Chef RPG is a collaborative creative prompt engine, not a traditional RPG.
This is the largest single archive event in the project’s history. Nearly every mechanics document from Sessions 1-17 is superseded. These documents are preserved for two reasons:
- Design history — They show how the game evolved and why decisions were made and unmade
- AI creativity research — This project explores whether genuine creative work can happen with AI assistance. The full trail of iteration, dead ends, and breakthroughs is part of that argument
→ See New Direction for why this happened → See Decision Log for the full archive manifest and new priorities
Exploration System (All Superseded)
| Document | Archived From | What It Contained |
|---|---|---|
| Exploration Phase | Sessions 1-16 | High-level exploration design (grid-based, then oracle-based) |
| Exploration Phase Mechanics | Sessions 8-16 | Detailed exploration rules and procedures |
| Exploration Card System | Sessions 8-16 | Face card tiers, suit = difficulty mapping |
| Exploration Grid and Movement | Sessions 8-12 | Grid sizes (5x3 to 5x5), movement rules |
| Exploration Resolution | Sessions 8-16 | d20 resolution tables, then oracle resolution |
| Exploration Complication/Bonus Tables | Sessions 14-16 | Oracle complication and bonus outcome tables |
Replaced by: Prompt-based exploration where card flips generate creative situations the group draws/acts/describes. No resolution system — the group narrates outcomes.
Cooking System (All Superseded)
| Document | Archived From | What It Contained |
|---|---|---|
| Cooking Phase Mechanics | Sessions 8-16 | d20 cooking rolls, equipment dice, quality tiers, then card battles |
Replaced by: Collaborative flip-draw-pass mechanic where players take turns drawing pieces of a dish.
Card Tables (All Superseded)
| Document | Archived From | What It Contained |
|---|---|---|
| Red Cards - Ingredients | Sessions 10-16 | Situation-based ingredient encounter tables |
| Black Cards - Encounters | Sessions 10-16 | Encounter type tables by card rank |
| Hearts Table | Sessions 1-10 | Already archived Session 10 (protein ingredients) |
| Diamonds Table | Sessions 1-10 | Already archived Session 10 (vegetable ingredients) |
| Clubs Table | Sessions 10-16 | Clubs suit encounter table |
| Spades Table | Sessions 10-16 | Spades suit encounter table |
Replaced by: Cards now generate creative prompts, not lookup results. New prompt tables TBD.
Character System (Superseded)
| Document | Archived From | What It Contained |
|---|---|---|
| Character Mechanics | Sessions 1-16 | d20 + stat bonuses, point-buy creation, exploration stats |
| Character Sheet Design | Sessions 8-12 | Stat-based character sheet layout |
Replaced by: Characters as narrative lenses — no stats, no bonuses. Each character sees situations differently. New character lens cards TBD.
Session Structure (Superseded)
| Document | Archived From | What It Contained |
|---|---|---|
| Game Structure | Sessions 1-16 | Four-phase structure with percentage time allocations |
| Progression Phase | Sessions 8-16 | Equipment upgrades, restaurant improvements |
| Event Phase | Sessions 8-16 | Review/event phase mechanics |
Replaced by: Three-beat structure (Job → Explore → Cook → Present). Presentation ends with punchline, not score. Progression TBD.
Partially Relevant (Concept Survives, Mechanics Superseded)
| Document | What Survives | What’s Superseded |
|---|---|---|
| Job System | 5-star prestige tier concept | Mechanical scaling details (grid sizes, card counts, etc.) |
| Chef | Character identity and narrative role | Stat blocks, mechanical bonuses |
| Butcher | Same | Same |
| Forager | Same | Same |
| Pastry Chef | Same | Same |
| Host | Same | Same |
| Food Scientist | Same | Same |
| Restaurant Sheet Design | Restaurant identity concept | Tracking mechanics |
Session 10 Archive (February 8, 2026)
Exploration Card Tables - Hearts & Diamonds
Archived: 2026-02-08 (Session 10)
Files:
- Hearts Table - Proteins and Main Ingredients
- Diamonds Table - Vegetables and Side Ingredients
Why Archived:
These tables represented the original ingredient system where specific ingredient types were tied to card suits:
- Hearts = Proteins/Main ingredients (dragon steak, phoenix eggs, etc.)
- Diamonds = Vegetables/Side ingredients (enchanted lettuce, moonlit mushrooms, etc.)
Decision That Made Them Unnecessary:
During Session 10, we identified a practical design problem:
Problem: Tracking specific ingredients (“2 dragon steaks, 1 phoenix egg, 3 moonlit mushrooms”) was too granular for the target audience (11-13 year olds) and didn’t fit the GM-less, solo-first design philosophy.
Solution: Redesigned the ingredient system to be situation-based instead of type-based:
- Hearts/Diamonds now share the same 10 situation prompts (e.g., “Small Game”, “Fruit Trees”, “Abandoned Camp”)
- Suit determines difficulty/context (Hearts = easier, Diamonds = harder)
- Ingredients tracked as generic categories (“3 proteins, 2 vegetables, 1 spice”)
- Player imagination fills in genre-specific details
Replaced By:
- Red Cards - Ingredients - Consolidated situation-based ingredient table (now also archived as of Session 18)
Reference Value:
These archived tables still contain:
- Good fantasy ingredient examples (useful for genre-specific expansions)
- Original design thinking about ingredient categorization
- Inspiration for future ingredient tables if needed
Archive Guidelines
When to archive a document:
- Design approach has been superseded by better solution
- Information is outdated but contains useful reference material
- Historical context is valuable for understanding progression
How to archive:
- Add
archivedtag to frontmatter - Add
status: archivedto frontmatter - Add warning banner at top pointing to replacement document
- Add entry to this file explaining why it was archived
- Keep original content intact for reference
When to delete instead:
- Document contains no unique value (purely duplicative)
- Information is fully captured in git history
- No foreseeable reference use
For this project: default to archiving, not deleting. The design trail is part of the research value.