Information Sharing
What a player tells one character can reach the other characters it trusts. Sharing follows per-character rules and trust thresholds, travels one hop, and always arrives as unverified hearsay. Off by default.
A player's actions do not have to stay with the one character who heard about them. When a player tells a character something worth passing on, that character can share it with the characters it trusts. Sharing follows per-character rules and trust thresholds.
Character-to-character relationships
A relationship records how much one character trusts another, on a scale from 0 to 10. Relationships are directional: a character can trust someone who does not trust it back. Both characters must belong to the same Project. Relationships are managed through the API.
GET /v1/npcs/{id}/relationship-edgesPUT /v1/npcs/{id}/relationship-edges/{targetNpcId}DELETE /v1/npcs/{id}/relationship-edges/{targetNpcId}{
"trust_level": 9
}Sharing setting
Each character has one sharing setting. It decides who receives what the character learns.
never (default)cautiousopenSet it in the dashboard under NPC > Behaviour Rules > Information sharing, or with the sharing_preset field on NPC create and update. Any other value returns 400. Omitting the field on update leaves the setting unchanged.
How shared information behaves
- One hop only. A character that receives a detail does not pass it on again.
- Unverified hearsay. A shared detail arrives as something the player claimed, never as confirmed fact, and it is never used to ground a character's answers.
- First-hand memory wins. If the receiving character already knows the detail from the player directly, its own memory is reinforced.
- Deletion is complete. Deleting a Playground session removes that player's shared details from every character in the Project.