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Version: 1
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Version three, probably final:

 

Question 1:  Does this communications channel work?

Spell 1.1:  This channel works.
Spell 1.none:  Total channel failure.

Question 2:  Is this channel significantly expensive to Keltham's god?

Spell 2.1:  Not at all, use it lots.
Spell 2.none:  Yes / somewhat / wrong question / channel failure.

Question 3:  Is this channel error-prone or noisy?

Spell 3.1:  No.
Spell 3.2:  Yes, be careful.
Spell 3.none:  Wrong question / channel failure / not enough priority.

Question 4:  Could this channel handle more complex codes tomorrow?

Spell 4.1:  Yes.
Spell 4.none:  No or not priority.

Actually on yet further reflection, Keltham can just ask this question tomorrow, if he gets a 'no' on things being noisy.  If 'yes' on things being noisy, but not expensive, he should construct a redundant code tomorrow instead of a complicated one.

Question 4:  Should you be cooperating with your apparent coworkers, or stalling them on things that are really valuable/dangerous?

Spell 4.1:  Cooperate at least for tomorrow, inquire in more detail later.
Spell 4.2:  Begin stalling, inquire in more detail later.
Spell 4.none:  Redundant signal of total channel failure.

Question 5:  Imminent danger at current location?

Spell 5.1:  Yes.  Flee with Carissa and tell nobody else where you're going.
Spell 5.none:  Carrying out 6.1 wouldn't be a net improvement and/or this channel element failed.


Okay, this is a code Keltham can believe in, relative to his own level of design ability.  It frontloads the most important meta-questions first, delays as many complications as possible beyond the fragile first attempt, and only requires him to keep five questions and seven spell-meanings in mind to communicate across his own side of the 'prayer' channel.

Version: 2
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Version three, probably final:

 

Question 1:  Does this communications channel work?

Spell 1.1:  This channel works.
Spell 1.none:  Total channel failure.

Question 2:  Is this channel significantly expensive to Keltham's god?

Spell 2.1:  Not at all, use it lots.
Spell 2.none:  Yes / somewhat / wrong question / channel failure.

Question 3:  Is this channel error-prone or noisy?

Spell 3.1:  No.
Spell 3.2:  Yes, be careful.
Spell 3.none:  Yes / wrong question / channel failure / not enough priority.

Actually on further reflection, he doesn't really need 3.2 here either, since 3.none can safely convey that information mixed into a wider bucket.

Question 4:  Could this channel handle more complex codes tomorrow?

Spell 4.1:  Yes.
Spell 4.none:  No or not priority.

On yet further reflection, Keltham can just ask this question tomorrow, if he gets a 'no' on things being noisy.  If 'yes' on things being noisy, but not expensive, he should construct a redundant code tomorrow instead of a complicated one.

Question 4:  Should you be cooperating with your apparent coworkers, or stalling them on things that are really valuable/dangerous?

Spell 4.1:  Cooperate at least for tomorrow, inquire in more detail later.
Spell 4.2:  Begin stalling, inquire in more detail later.
Spell 4.none:  Redundant signal of total channel failure.

Question 5:  Imminent danger at current location?

Spell 5.1:  Yes.  Flee with Carissa and tell nobody else where you're going.
Spell 5.none:  Carrying out 6.1 wouldn't be a net improvement and/or this channel element failed.


Okay, this is a code Keltham can believe in, relative to his own level of design ability.  It frontloads the most important meta-questions first, delays as many complications as possible beyond the fragile first attempt, and only requires him to keep five questions and six spell-meanings in mind to communicate across his own side of the 'prayer' channel.

Version: 3
Fields Changed Content
Updated
Content

Version three, probably final:

 

Question 1:  Does this communications channel work?

Spell 1.1:  This channel works.
Spell 1.none:  Total channel failure.

Question 2:  Is this channel significantly expensive to Keltham's god?

Spell 2.1:  Not at all, use it lots.
Spell 2.none:  Yes / somewhat / wrong question / channel failure.

Question 3:  Is this channel error-prone or noisy?

Spell 3.1:  No.
Spell 3.2:  Yes, be careful.
Spell 3.none:  Yes / wrong question / channel failure / not enough priority.

Actually on further reflection, he doesn't really need 3.2 here either, since 3.none can safely convey that information mixed into a wider bucket.

Question 4:  Could this channel handle more complex codes tomorrow?

Spell 4.1:  Yes.
Spell 4.none:  No or not priority.

On yet further reflection, Keltham can just ask this question tomorrow, if he gets a 'no' on things being noisy.  If 'yes' on things being noisy, but not expensive, he should construct a redundant code tomorrow instead of a complicated one.

Question 4:  Should you be cooperating with your apparent coworkers, or stalling them on things that are really valuable/dangerous?

Spell 4.1:  Cooperate at least for tomorrow, inquire in more detail later.
Spell 4.2:  Begin stalling, inquire in more detail later.
Spell 4.none:  Redundant signal of total channel failure.

Question 5:  Imminent danger at current location?

Spell 5.1:  Yes.  Flee with Carissa and tell nobody else where you're going.
Spell 5.none:  Carrying out 5.1 wouldn't be a net improvement and/or this channel element failed.


Okay, this is a code Keltham can believe in, relative to his own level of design ability.  It frontloads the most important meta-questions first, delays as many complications as possible beyond the fragile first attempt, and only requires him to keep five questions and six spell-meanings in mind to communicate across his own side of the 'prayer' channel.