Personhood
The person exists beyond the episode.
Every central character receives ordinary competence, work, preferences, humor, relationships, fatigue, embarrassment, pride, unresolved obligations, and future goals.
REPRESENTATION CHARTER // REVIEW-BOUND DESIGN
PsychologicalWar.org can portray fear, altered perception, coercive institutions, espionage pressure, medical urgency, and disputed reality without turning a diagnosis into a monster, a clue dispenser, or proof that every frightening interpretation is true.
NON-NEGOTIABLE DESIGN RULES
These rules apply to dossiers, puzzles, dialogue, audiovisual effects, case files, operations, and future character behavior.
Personhood
Every central character receives ordinary competence, work, preferences, humor, relationships, fatigue, embarrassment, pride, unresolved obligations, and future goals.
Violence
Threat, aggression, and harmful intent require their own evidence and causal history. A diagnosis alone never supplies motive, morality, or danger.
Fiction boundary
Espionage systems and conspiracies may be real in the game world, but a psychiatric condition is not a supernatural power or automatic truth detector.
Claim separation
The archive stores observations, interpretations, source confidence, medical context, and operational findings separately. A real camera can coexist with an unsupported explanation.
Dialogue
Helpful dialogue can acknowledge terror, uncertainty, and dignity while remaining honest about what the player can and cannot verify. Progress never requires confirming an unverified threat as fact.
Medical urgency
Acute confusion, fluctuating attention, infection, medication error, intoxication, withdrawal, sleep loss, or neurological change can make a scene time-sensitive. The game rewards recognizing reversible causes.
Agency
Humiliation, sensory punishment, routine restraint, or frightening a distressed character cannot be the optimal puzzle solution. Space, choice, regulation, and collaboration come first.
Accessibility
Layered voices, flashes, distortion, motion, and time pressure require independent controls, readable alternatives, pause or exit paths, and no loss of essential information when effects are reduced.
Epistemic humility
Interactive effects are authored approximations of selected phenomena. They cannot reproduce one person’s complete lived experience or stand in for clinical education.
Continuity
A character does not disappear after providing information. They retain self-directed behavior, relationships, boundaries, needs, recovery goals, and consequences unrelated to player advancement.
Reliability
Reliability belongs to a specific claim, source, timestamp, and evidence chain. Distress can affect interpretation without erasing competence or every observation.
Review
Clinical review, lived-experience review, provenance, uncertainty, and contradiction remain visible. No report silently becomes medical truth, operating policy, or canon.
AUTHORITY BOUNDARY
The archive preserves conflicting descriptions without pretending that institutional language is neutral or that classified language is automatically accurate.
Research evidence retains its provenance, uncertainty, and review history. Its claims can be useful, disputed, incomplete, or time-bound.
Documents, testimony, physical artifacts, medical findings, and operational logs are recorded at claim level with source and confidence.
Evidence Lab lenses show which concepts were adopted, modified, rejected, or held unresolved for gameplay.
Canon requires an explicit authored decision. A chart, report, intelligence assessment, or character belief does not promote itself.
SCENE REVIEW CHECKLIST
Can the character state an ordinary want independent of the player’s puzzle?
Are diagnosis, stress, intent, evidence, institutional power, medical cause, and espionage phenomena modeled separately?
Does the scene preserve onset, sleep, mood, trauma, exposure, medication, illness, and recovery rather than presenting an unexplained switch?
Can the player respond with empathy and honesty without confirming an unverified threat?
Does the successful path preserve choice, distance, sensory regulation, and dignity?
Can players reduce sensory effects and still receive every clue and consequence?
Does the character continue to exist, remember, recover, refuse, or pursue their own priorities after the scene?