ADR-CM-005: Campaign Mode Selection
| Field | Value |
|---|---|
| Decision ID | ADR-CM-005 |
| Initiative | Campaign Mode |
| Proposed By | Chris Barlow |
| Date | 2026-02-14 |
| Status | Accepted |
WH(Y) Decision Statement
In the context of Campaign Mode’s quest lifecycle and the range of users who may adopt it,
facing the reality that users approach campaigns with fundamentally different priorities – some want personal growth and self-discovery, some want to ship work efficiently, and some want both – and that the current design implicitly assumes a balanced orientation with no way for the user to express their intent,
we decided for three named campaign modes (Grow, Ship, Grow & Ship) selected by the user during Phase 1 (Quest Definition), with each mode tuning all NPC agent behaviour through mode-aware context,
and neglected a single fixed mode (forces all users into one framing), per-interaction mode switching (inconsistency mid-campaign), and a continuous slider (too abstract),
to achieve user agency over their campaign experience, appropriate NPC behaviour calibration, and alignment with SDT’s autonomy principle,
accepting that all three modes must be maintained in every NPC skill (increasing complexity), and that the mode distinction adds a decision point at campaign start.
Context
Campaign Mode currently treats all campaigns identically – an implicit assumption that every user wants the same balance of learning and productivity. In practice, users approach campaigns with fundamentally different priorities:
-
Learning-oriented users want self-discovery, reflection, and personal transformation. The journey matters more than the destination. They want Gandalf to ask deep questions, the Guardian to assess understanding, and the Dragon to test growth.
-
Productivity-oriented users want to ship work efficiently. Campaign Mode’s structured approach and diverse NPC perspectives help them cover blind spots and produce better deliverables. They want efficiency, not reflection.
-
Balanced users want both – growth through doing real work. They want the full campaign experience without artificial separation of learning from delivery.
This aligns with Self Determination Theory’s autonomy principle: users should have agency over their own experience. Forcing a single orientation undermines the autonomy that makes Campaign Mode effective.
The User as Protagonist
This decision also addresses a gap in Campaign Mode’s framing: the documentation describes 10 AI agents but never explains what the human does. The user is the protagonist – the decision-maker who drives the quest, invokes agents, produces work, and faces NPCs. Mode selection is the first expression of this agency: the user chooses how they want to approach their campaign before the campaign begins.
Options Considered
Option 1: Three Named Modes – Grow, Ship, Grow & Ship (Selected)
Three distinct modes selected at campaign start, each tuning NPC behaviour through mode-aware context passed to all agents.
Pros:
- Clear, memorable labels that users can immediately understand
- Covers the full spectrum of user intent
- Default (Grow & Ship) preserves current behaviour for users who don’t choose
- Mode is set once and persists, providing consistent framing throughout
- Aligns with SDT autonomy – the user chooses their experience
Cons:
- Three modes must be maintained in every NPC skill file
- Adds a decision point at campaign start (minor friction)
- Users might choose “wrong” and feel locked in (mitigated by default being balanced)
Option 2: Single Fixed Mode (Rejected)
All campaigns use the same orientation (implicitly Grow & Ship).
Why rejected: Forces all users into one framing. Productivity-oriented users find the reflection unnecessary; learning-oriented users find the deliverable focus distracting. Undermines user agency.
Option 3: Per-Interaction Mode Switching (Rejected)
Allow users to change mode at any point during the campaign.
Why rejected: Inconsistency mid-campaign would make NPC behaviour unpredictable. Success criteria defined under one mode would be evaluated under another. The Guardian and Dragon need stable expectations to evaluate against.
Option 4: Continuous Slider (Rejected)
A spectrum from “pure learning” to “pure shipping” with infinite granularity.
Why rejected: Too abstract. Users cannot meaningfully distinguish between 60% learning and 70% learning. NPC behaviour cannot be meaningfully calibrated to arbitrary positions on a continuum. Three named modes are simpler to understand and implement.
Mode Definitions
Grow (Learning Experience)
| Aspect | Detail |
|---|---|
| Priority | Self-discovery, reflection, role exploration, transformation |
| Framing | “What will you learn? Who will you become?” |
| Philosophy | The journey matters more than the destination |
| Phase 2 | Encouraged – character setup adds reflective depth |
| Phase 6 | Full pedagogical reflection and debrief |
Ship (Productivity)
| Aspect | Detail |
|---|---|
| Priority | Deliverables, efficiency, covering blind spots |
| Framing | “What will you deliver? What does done look like?” |
| Philosophy | The campaign framing is a means to getting work done |
| Phase 2 | Skipped – character setup is not productivity-relevant |
| Phase 6 | Brief retrospective focused on process improvement |
Grow & Ship (Balanced – Default)
| Aspect | Detail |
|---|---|
| Priority | Both learning and delivery |
| Framing | “What will you learn AND deliver?” |
| Philosophy | Growth happens through doing real work |
| Phase 2 | Optional – user chooses |
| Phase 6 | Balanced debrief covering both growth and deliverables |
Specifications
| Spec ID | Title | Description |
|---|---|---|
| SPEC-CM-005-A | Campaign Mode Profiles | Mode-agent interaction matrix defining how each mode tunes NPC behaviour |
Dependencies
| Relationship | ADR ID | Title | Notes |
|---|---|---|---|
| Part Of | ADR-CM-001 | Campaign Mode Architecture | Parent initiative |
| Relates To | ADR-CM-002 | Quest Agent Decomposition | Modes tune the behaviour of the three NPCs |
| Relates To | ADR-CM-003 | NPC Context Isolation | Campaign mode is added to NPC context |
References
| Reference ID | Title | Type | Location |
|---|---|---|---|
| REF-001 | Self Determination Theory | Theoretical Foundation | Ryan & Deci (2000) – Autonomy, Competence, Relatedness |
| REF-002 | Six Animals Framework | External Project | github.com/SimonMcCallum/six-animals |
| REF-003 | Campaign Mode North Star | Vision Document | docs/north-star.md |
Governance
| Review Board | Date | Outcome | Action | Review Cadence | Next Review |
|---|---|---|---|---|---|
| – | – | – | – | Quarterly | – |
Status History
| Status | Approver | Date |
|---|---|---|
| Proposed | Chris Barlow | 2026-02-14 |
| Accepted | Chris Barlow | 2026-02-14 |