28 KiB
BMM Planning Workflows (Phase 2)
Reading Time: ~15 minutes
Overview
Phase 2 (Planning) workflows are required for all projects. They transform strategic vision into actionable requirements that guide implementation. BMM uses a scale-adaptive planning system where the workflow automatically selects the right level of detail based on project complexity.
Key principle: One workflow to rule them all - plan-project intelligently routes to the appropriate planning flow based on project characteristics.
Quick Reference
| Workflow | Project Levels | Duration | Purpose |
|---|---|---|---|
| prd | 2-4 | 2-6 hours | Strategic PRD + tactical epic breakdown |
| tech-spec | 0-1 | 30-90 min | Lightweight technical specification |
| gdd | 2-4 (games) | 4-10 hours | Complete game design document |
| narrative | 2-4 (story) | 3-8 hours | Story-driven game/experience design |
| ux | 2-4 (UX-heavy) | 3-6 hours | UX-first design specification |
Note: The plan-project workflow is your single entry point. It automatically routes to the right planning workflow based on your answers to discovery questions.
Understanding Scale-Adaptive Planning
Project Complexity Levels
BMM categorizes projects into 5 levels (0-4) to determine the appropriate planning detail:
| Level | Scope | Planning Workflow | Examples |
|---|---|---|---|
| Level 0 | Single atomic change | tech-spec (Quick Spec) | Bug fix, single endpoint, config change |
| Level 1 | Simple isolated feature | tech-spec (Quick Spec) | Add validation rule, new API field, small UI component |
| Level 2 | Medium feature | prd (Lightweight) | User profile page, search feature, data export |
| Level 3 | Large feature set | prd (Standard) | Complete authentication system, admin dashboard |
| Level 4 | Multi-phase initiative | prd (Comprehensive) | Platform migration, new product line, enterprise integration |
How Scale-Adaptive Planning Works
Step 1: Intent Discovery
The plan-project workflow asks you questions to understand:
- What are you building?
- How complex is it?
- Is this greenfield or brownfield?
- What are the primary concerns? (features, UX, story, technical architecture)
Step 2: Intelligent Routing Based on your answers, the workflow routes to:
- tech-spec (Levels 0-1): Quick Spec Flow for simple changes
- prd (Levels 2-4): Strategic PRD with epic breakdown
- gdd (Levels 2-4, games): Game Design Document
- narrative (Levels 2-4, story-heavy): Narrative-first design
- ux (Levels 2-4, UX-first): UX specification with prototypes
Step 3: Adaptive Detail Each workflow adjusts its depth based on level:
- Level 2: Lightweight documentation
- Level 3: Standard documentation with multiple epics
- Level 4: Comprehensive documentation with phased delivery
plan-project (Entry Point)
Purpose
Single unified entry point for all planning workflows. Uses conversational discovery to understand your project and intelligently route to the appropriate planning flow.
Agent: PM (orchestrates other agents as needed) Phase: 2 (Planning) Required: Yes (for all projects) Typical Duration: Varies by target workflow
When to Use
Always use this as your planning starting point. Do not call prd, gdd, narrative, ux, or tech-spec directly unless you explicitly want to skip discovery.
Process Overview
Phase 1: Discovery (Steps 1-3)
- Understand project context
- Assess complexity level (0-4)
- Identify primary concerns (features, UX, story, technical)
Phase 2: Routing Decision (Step 4)
- Determine target workflow
- Explain routing rationale
- Confirm with user
Phase 3: Execute Target Workflow (Steps 5-6)
- Invoke appropriate planning workflow
- Pass context and decisions
- Return to plan-project for completion
Phase 4: Handoff (Step 7)
- Document planning decisions
- Recommend next phase workflows
- Update workflow status
Discovery Questions
Project Type:
- What are you building? (software product, game, internal tool, etc.)
- Is this greenfield (new) or brownfield (existing)?
Complexity Assessment:
- How would you describe the scope? (single change, simple feature, medium feature, large feature set, multi-phase initiative)
- How many user-facing features are involved?
- How many systems or integrations are affected?
Primary Concerns:
- What's most important for this project? (feature functionality, user experience, narrative/story, technical architecture, performance)
Special Characteristics:
- Is this a game project?
- Is storytelling central to the experience?
- Is UX innovation the primary differentiator?
- Are there unique technical constraints?
Routing Logic
IF game_project AND level >= 2:
→ Route to gdd
ELSE IF story_central AND level >= 2:
→ Route to narrative
ELSE IF ux_innovation AND level >= 2:
→ Route to ux
ELSE IF level <= 1:
→ Route to tech-spec (Quick Spec Flow)
ELSE:
→ Route to prd (with level-appropriate depth)
Outputs
- Planning decision document (routing rationale)
- Output from target workflow (PRD, GDD, Tech Spec, etc.)
- Handoff recommendations for Phase 3
Example Scenarios
Scenario 1: Bug Fix
- Input: "Fix null pointer exception in user service"
- Discovery: Level 0 (single atomic change)
- Route: tech-spec (Quick Spec Flow)
- Duration: 20 minutes
Scenario 2: E-commerce Checkout
- Input: "Build complete checkout flow with payment processing"
- Discovery: Level 3 (large feature set), feature-focused
- Route: prd (Standard depth)
- Duration: 4 hours
Scenario 3: Roguelike Card Game
- Input: "Roguelike card battler with emotional narrative"
- Discovery: Level 3 (large feature set), game project
- Route: gdd
- Duration: 6 hours
Scenario 4: Story-Driven Adventure
- Input: "Narrative adventure game with branching story"
- Discovery: Level 3, story-central
- Route: narrative (then gdd for mechanics)
- Duration: 8 hours total
tech-spec (Quick Spec Flow)
Purpose
Lightweight technical specification for Levels 0-1 projects (single changes, simple features). Focuses on implementation details without heavy strategic planning.
Agent: Architect Phase: 2 (Planning) Project Levels: 0-1 Typical Duration: 30-90 minutes
When to Use
- Bug fixes
- Single API endpoint additions
- Configuration changes
- Small UI component additions
- Isolated validation rules
- Single-file modifications
When NOT to use:
- Multiple interconnected changes → Use prd
- User-facing feature with multiple screens → Use prd
- Requires epic breakdown → Use prd
Process Overview
Step 1: Problem Definition
- What's broken or missing?
- What's the desired behavior?
- What are the constraints?
Step 2: Technical Analysis
- Current state assessment
- Root cause (if bug)
- Dependencies identified
Step 3: Solution Design
- Implementation approach
- Code changes required
- Test strategy
- Rollback plan
Step 4: Documentation
- Quick Spec document generated
- Handoff to implementation
Inputs
- Problem description or feature request
- Current codebase context (if brownfield)
- Technical constraints
- Acceptance criteria (simple)
Outputs
Primary Output: tech-spec-{feature-name}-{date}.md
Document Structure:
- Problem Statement
- Current State Analysis
- Proposed Solution
- Implementation Details
- Files to modify
- API changes
- Database changes (if any)
- Configuration changes
- Test Strategy
- Rollback Plan
- Acceptance Criteria
- Risk Assessment (lightweight)
Example Output
Problem: Null pointer exception when user has no profile image
Solution:
# Quick Spec: Fix Profile Image Null Pointer
## Problem
Users without profile images cause NPE in UserProfileService.java:line 42
## Root Cause
Method assumes profileImageUrl is never null, but DB allows NULL
## Solution
1. Add null check in UserProfileService
2. Return default placeholder image URL
3. Add unit test for null case
## Implementation
- File: `UserProfileService.java`
- Change: Add null guard: `if (user.profileImageUrl == null) return DEFAULT_AVATAR_URL;`
- Test: `UserProfileServiceTest.java` - new test case
- No DB migration needed
## Acceptance Criteria
- AC-1: Users with null profile image see default avatar
- AC-2: No NPE in logs
- AC-3: Unit test passes
## Risk: LOW
- Isolated change, single method
- Backward compatible
Related Workflows
- dev-story (Phase 4) - Implement the spec
- prd - Use for more complex features
prd (Product Requirements Document)
Purpose
Strategic PRD with tactical epic breakdown for Levels 2-4 projects. Unified workflow that adapts depth based on project complexity.
Agent: PM (with Architect and Analyst support) Phase: 2 (Planning) Project Levels: 2-4 Typical Duration:
- Level 2: 2-3 hours (Lightweight)
- Level 3: 3-5 hours (Standard)
- Level 4: 5-8 hours (Comprehensive)
When to Use
- Medium to large feature sets
- Multi-screen user experiences
- Complex business logic
- Multiple system integrations
- Phased delivery required
Scale-Adaptive Structure
Level 2 (Lightweight PRD):
- Single epic with 5-10 stories
- Simplified competitive analysis
- Basic technical considerations
- 10-15 pages
Level 3 (Standard PRD):
- 2-4 epics with 15-30 stories
- Comprehensive competitive analysis
- Detailed technical requirements
- Risk assessment
- 20-30 pages
Level 4 (Comprehensive PRD):
- 5+ epics with 30-50+ stories
- Multi-phase delivery plan
- Enterprise architecture considerations
- Extensive stakeholder analysis
- Success metrics framework
- 30-50+ pages
Process Overview
Phase 1: Strategic Foundation (Steps 1-4)
- Problem and opportunity definition
- User research and personas
- Competitive analysis
- Success criteria and metrics
Phase 2: Solution Definition (Steps 5-8)
- Core capabilities and features
- User experience principles
- Technical requirements
- Integration points
Phase 3: Epic Breakdown (Steps 9-12)
- Identify epics (level-appropriate count)
- Define user stories per epic
- Prioritize stories (P0/P1/P2/P3)
- Sequence for delivery
Phase 4: Planning and Risks (Steps 13-15)
- Resource estimation
- Risk assessment
- Assumptions and dependencies
- Success metrics finalized
Phase 5: Documentation (Step 16)
- Generate final PRD
- Create epic files
- Handoff preparation
Inputs
Optional:
- product-brief.md (from Phase 1)
- market-research.md (from Phase 1)
- competitive-analysis.md (from Phase 1)
- User input through conversational process
Outputs
Primary Outputs:
- PRD.md: Complete product requirements document
- epics.md: All epics with story breakdown
- Epic Files: Individual files per epic (e.g.,
epic-1-authentication.md)
PRD Structure:
- Executive Summary
- Problem Statement (with evidence)
- Goals and Success Metrics
- User Personas and Scenarios
- Competitive Landscape
- Feature Requirements
- Core capabilities
- User stories (organized by epic)
- Acceptance criteria
- User Experience Requirements
- Technical Requirements
- Integration Requirements
- Non-Functional Requirements (NFRs)
- Assumptions and Constraints
- Risks and Mitigation
- Success Metrics
- Glossary
Epic File Structure:
- Epic overview and objectives
- User stories with acceptance criteria
- Story priorities (P0/P1/P2/P3)
- Dependencies and sequencing
- Technical notes
- Success criteria
Example: Level 3 PRD for E-commerce Checkout
Strategic Section:
- Problem: 68% cart abandonment rate vs 45% industry average
- Goal: Reduce abandonment to 50% in 6 months
- Users: Primary (buyers), Secondary (guest checkout)
- Competitors: Shopify (1-click), Amazon (save payment)
Epic Breakdown:
- Epic 1: Guest Checkout (7 stories)
- P0: Guest can checkout without account
- P1: Email receipt sent
- P2: Optional account creation
- Epic 2: Payment Processing (8 stories)
- P0: Credit card integration (Stripe)
- P1: Saved payment methods
- P2: Alternative payments (PayPal, Apple Pay)
- Epic 3: Order Management (6 stories)
- P0: Order confirmation
- P1: Order history
- P2: Order tracking
Total: 3 epics, 21 stories, 4-6 week delivery
Related Workflows
- product-brief (Phase 1) - Strategic input
- architecture (Phase 3) - Technical design
- tech-spec (Phase 3) - Detailed specifications
- create-epics-and-stories (Phase 4) - If manual epic creation needed
gdd (Game Design Document)
Purpose
Complete game design document for Levels 2-4 game projects, adapted from industry-standard GDD formats with practical scoping.
Agent: PM (Game Designer persona) Phase: 2 (Planning) Project Levels: 2-4 (games) Typical Duration:
- Level 2: 3-4 hours (Small indie game)
- Level 3: 5-7 hours (Medium game)
- Level 4: 8-12 hours (Large/commercial game)
When to Use
- Designing a game (any genre)
- Need comprehensive design documentation
- Team needs shared vision
- Publisher/stakeholder communication
Comparison to Traditional GDD
Traditional GDD Weaknesses:
- Too detailed too early
- Assumes waterfall delivery
- No connection to implementation tracking
- No epic/story breakdown
BMM GDD Improvements:
- Scale-adaptive detail
- Agile epic structure
- Direct handoff to implementation (Phase 4)
- Integrated with testing workflows
Process Overview
Phase 1: Core Concept (Steps 1-4)
- High concept and elevator pitch
- Core gameplay loop
- Design pillars
- Player experience goals
Phase 2: Game Systems (Steps 5-10)
- Mechanics definition
- Progression systems
- Economy and balance
- Combat/interaction systems
- Level/world design
- Art and audio direction
Phase 3: Content Scope (Steps 11-13)
- Content volume (levels, characters, items)
- Narrative overview (if applicable)
- Monetization strategy (if F2P/premium)
Phase 4: Technical and Production (Steps 14-16)
- Platform and technical requirements
- Team and timeline
- Risks and challenges
- Success metrics
Phase 5: Epic Breakdown (Step 17)
- Convert design into epics
- Create user stories per epic
- Prioritize features (MVP vs post-launch)
- Sequence delivery
Inputs
Optional:
- game-brief.md (from Phase 1)
- brainstorm-game results (from Phase 1)
- market-research.md (from Phase 1)
- Reference game analysis
Outputs
Primary Output: GDD-{game-name}-{date}.md
GDD Structure:
- Executive Summary
- Core Concept
- High concept
- Elevator pitch
- Design pillars
- Gameplay
- Core loop
- Mechanics
- Player actions
- Progression
- Game Systems
- Combat/interaction
- Economy
- Progression
- Customization
- World and Narrative
- Setting
- Story (if applicable)
- Characters
- Content Scope
- Levels/missions
- Characters/enemies
- Items/abilities
- Estimated play time
- Art Direction
- Audio Direction
- User Interface/UX
- Technical Requirements
- Platforms and Performance
- Monetization (if applicable)
- Epic Breakdown
- Success Metrics
- Risks and Mitigations
Epic Breakdown (unique to BMM GDD):
- Epic 1: Core Loop (foundational mechanics)
- Epic 2: Content (levels, enemies, items)
- Epic 3: Progression (unlocks, upgrades)
- Epic 4: Polish (VFX, audio, UI)
Example: Level 3 GDD for Roguelike Card Game
Core Concept:
- High Concept: Slay the Spire meets Hades with emotional narrative
- Elevator Pitch: Roguelike card battler where you play as emotions fighting inner demons
- Design Pillars: Strategic depth, emotional resonance, replayability
Gameplay:
- Core Loop: Draw cards → Play cards → Resolve combat → Choose path → Repeat
- Progression: Unlock new cards, characters, and story branches
- Run Length: 45-60 minutes per run
Content Scope:
- 3 playable characters (Anger, Fear, Joy)
- 120 cards total (40 per character)
- 50 enemy types
- 10 bosses
- 4 zones (acts)
Epic Breakdown:
- Epic 1: Core Combat (8 stories)
- P0: Card playing and resolution
- P0: Enemy AI
- P1: Card effects and combos
- Epic 2: Meta Progression (6 stories)
- P0: Unlock system
- P1: Character progression
- Epic 3: Content (12 stories)
- P1: Character 1 (Anger) complete
- P1: Character 2 (Fear) complete
- P2: Character 3 (Joy) complete
Estimated Timeline: 12 months with 3-person team
Related Workflows
- game-brief (Phase 1) - Strategic input
- narrative (Phase 2) - If story-heavy game
- architecture (Phase 3) - Technical design
narrative (Narrative Design)
Purpose
Story-driven design workflow for games and experiences where narrative is central. Creates comprehensive narrative documentation including story structure, character arcs, dialogue systems, and narrative implementation guidance.
Agent: PM (Narrative Designer persona) + Creative Problem Solver (CIS) Phase: 2 (Planning) Project Levels: 2-4 (story-driven projects) Typical Duration:
- Level 2: 2-4 hours (Linear narrative)
- Level 3: 4-6 hours (Branching narrative)
- Level 4: 6-10 hours (Complex branching with multiple arcs)
When to Use
- Story is central to the experience
- Branching narrative with player choices
- Character-driven games
- Visual novels, adventure games, RPGs
- Interactive fiction
When to combine with GDD:
- Run narrative workflow first (get story structure)
- Then run gdd workflow (integrate story with gameplay)
Process Overview
Phase 1: Story Foundation (Steps 1-4)
- Story premise and themes
- Setting and world-building
- Narrative structure (linear, branching, open)
- Tone and emotional beats
Phase 2: Character Development (Steps 5-7)
- Protagonist and supporting cast
- Character arcs and motivations
- Relationships and dynamics
Phase 3: Story Structure (Steps 8-11)
- Act breakdown (3-act, 5-act, hero's journey)
- Key narrative beats
- Choice points and consequences
- Branching paths (if applicable)
Phase 4: Dialogue and Implementation (Steps 12-15)
- Dialogue system design
- Voice and writing style
- Narrative implementation approach
- Asset requirements (VO, cutscenes, etc.)
Phase 5: Integration Planning (Step 16)
- How narrative integrates with gameplay
- Pacing and player agency
- Narrative-gameplay harmony
Inputs
Optional:
- Story outlines or treatments
- Character sketches
- World-building documents
- Reference stories
Outputs
Primary Output: narrative-design-{project-name}-{date}.md
Document Structure:
- Narrative Overview
- Premise
- Themes
- Tone
- Story Structure
- Act breakdown
- Key beats
- Branching diagram (if applicable)
- Characters
- Character profiles
- Arcs
- Relationships
- World-Building
- Setting
- Lore
- History
- Dialogue System
- Dialogue structure
- Choice mechanics
- Consequence tracking
- Implementation Guide
- Narrative assets needed
- Integration with gameplay
- Technical requirements
- Narrative Content Scope
- Total word count
- Number of scenes/beats
- Number of endings (if branching)
- VO line count (if voiced)
Example: Level 3 Narrative for Choice-Driven RPG
Story Premise: You play as a wandering medic in a post-apocalyptic world where healing is outlawed. Each patient you treat changes the world.
Structure:
- 3 acts, 12 chapters
- 5 major choice points with persistent consequences
- 3 possible endings (altruistic, pragmatic, corrupted)
Characters:
- Protagonist: Dr. Elara Chen (complex moral compass)
- Antagonist: The Overseer (believes healing prolongs suffering)
- Supporting: 8 recurring characters
Branching:
Chapter 1 → Choice: Save child or save supplies
├─ Save child → Village trusts you (Path A)
└─ Save supplies → Village fears you (Path B)
Chapter 5 → Paths converge, new choice: Reveal or hide ability
├─ Reveal → Public hero route
└─ Hide → Underground resistance route
Implementation:
- Total word count: ~60,000 words
- 40 narrative scenes
- 15 hours of gameplay
- 200+ dialogue nodes
- Optional VO (2,000 lines)
Epic Breakdown:
- Epic 1: Act 1 Narrative (6 stories)
- Epic 2: Act 2 Narrative (8 stories)
- Epic 3: Act 3 Narrative (7 stories)
- Epic 4: Branching Implementation (5 stories)
Related Workflows
- gdd (Phase 2) - Combine narrative with gameplay
- ux (Phase 2) - Narrative UI/UX design
ux (UX-First Design)
Purpose
UX specification workflow for projects where user experience is the primary differentiator or innovation area. Facilitates visual exploration and informed decision-making rather than template-driven design.
Agent: UX Designer Phase: 2 (Planning) Project Levels: 2-4 (UX-heavy projects) Typical Duration:
- Level 2: 2-3 hours (Single feature UX)
- Level 3: 4-5 hours (Multi-screen experience)
- Level 4: 6-8 hours (Platform-wide UX system)
When to Use
- UX is the primary competitive advantage
- Complex user workflows needing design thinking
- Innovative interaction patterns
- Design system creation
- Accessibility-critical experiences
When NOT to use:
- Standard CRUD interfaces → Use prd
- Gameplay-first games → Use gdd
- Backend-focused APIs → Use tech-spec
Collaborative UX Design Approach
This is NOT a template filler. The UX workflow facilitates:
- Visual Exploration: Generate multiple design options
- Informed Decisions: Evaluate options with user needs
- Collaborative Design: Work with AI to refine iteratively
- Living Documentation: UX spec evolves with project
Process Overview
Phase 1: UX Foundation (Steps 1-4)
- User research and personas
- User journeys and workflows
- Pain points and opportunities
- UX principles and goals
Phase 2: Design Exploration (Steps 5-8)
- Generate multiple design directions
- Wireframes and mockups
- Interaction patterns
- Visual design options
Phase 3: Design Refinement (Steps 9-12)
- Collaborative iteration
- Accessibility validation
- Responsive design considerations
- Component library definition
Phase 4: Specification (Steps 13-15)
- Detailed interaction specs
- Design system documentation
- Handoff to development
- Epic breakdown with UX stories
Inputs
Optional:
- User research data
- Analytics and heatmaps
- Competitor UX analysis
- Brand guidelines
- Accessibility requirements
Outputs
Primary Output: ux-spec-{project-name}-{date}.md
Document Structure:
- UX Vision and Principles
- User Research Summary
- User Journeys
- Information Architecture
- Wireframes and Mockups
- Interaction Specifications
- Screen-by-screen flows
- Micro-interactions
- Error states
- Loading states
- Design System
- Components
- Patterns
- Tokens (colors, typography, spacing)
- Accessibility Requirements
- Responsive Behavior
- Epic Breakdown (UX Stories)
Example: Level 3 UX Spec for Dashboard Redesign
UX Vision: "Information at a glance with progressive disclosure"
User Journey:
- User lands on dashboard
- Scans key metrics (glanceable)
- Drills into details (progressive disclosure)
- Takes action (in-context controls)
Wireframes Generated:
- Option A: Card-based layout (familiar, modular)
- Option B: Single-column feed (mobile-first)
- Option C: Split-pane (power user)
Decision: Option A (card-based) with Option C (split-pane) for power users via toggle
Design System:
- 5 card components (metric, chart, table, activity, action)
- 12 color tokens (accessible contrast ratios)
- Responsive grid (12-column)
Epic Breakdown:
- Epic 1: Core Layout (4 stories)
- P0: Responsive grid system
- P0: Card component library
- Epic 2: Data Visualization (6 stories)
- P1: Chart components
- P1: Real-time updates
- Epic 3: Accessibility (3 stories)
- P0: Keyboard navigation
- P1: Screen reader support
Related Workflows
- prd (Phase 2) - UX spec feeds feature requirements
- architecture (Phase 3) - Frontend architecture decisions
Decision Guide: Which Planning Workflow?
Use plan-project (Recommended)
Let the workflow discover your needs and route appropriately.
Direct Workflow Selection (Advanced)
For bug fixes or single changes: → tech-spec (Quick Spec Flow)
For software products (Levels 2-4): → prd
For games (Levels 2-4): → gdd (if gameplay-first) → narrative + gdd (if story-first)
For story-driven experiences (non-games): → narrative + prd
For UX-first projects: → ux + prd
Integration with Phase 3 (Solutioning)
Planning workflows produce requirements that feed into Solutioning:
| Planning Output | Solutioning Input |
|---|---|
| PRD.md | architecture workflow (Level 3-4) |
| epics.md | tech-spec workflow (Level 3-4) |
| GDD.md | architecture workflow (game tech) |
| narrative-design.md | architecture (narrative systems) |
| ux-spec.md | architecture (frontend design) |
| tech-spec.md (Quick) | dev-story (Level 0-1) |
Key Decision Point:
- Levels 0-1: Skip Solutioning, go directly to Phase 4 (Implementation)
- Levels 2: Optional Solutioning (simple architecture)
- Levels 3-4: Required Solutioning (architecture + tech-spec)
Best Practices for Phase 2
1. Always Start with plan-project
Unless you're absolutely certain which workflow you need, use the entry point. It will save time and ensure you get the right level of detail.
2. Level Honestly
Don't over-plan simple features or under-plan complex initiatives. Be honest about project complexity.
3. Iterate on Requirements
Planning documents are living. You can refine PRDs/GDDs as you learn more during Solutioning and Implementation.
4. Involve Stakeholders Early
Review PRDs/GDDs with stakeholders before proceeding to Solutioning. Catch misalignment early.
5. Focus on "What" Not "How"
Planning defines what to build and why. Leave how (technical design) to Phase 3 (Solutioning).
Common Anti-Patterns
❌ Skipping Planning
"We'll just start coding and figure it out." → Result: Scope creep, rework, missed requirements
❌ Over-Planning Simple Changes
"Let me write a 20-page PRD for this button color change." → Result: Wasted time, analysis paralysis
❌ Planning Without Discovery
"I already know what I want, skip the questions." → Result: Solving wrong problem, missing opportunities
❌ Treating PRD as Immutable
"The PRD is locked, no changes allowed." → Result: Ignoring new information, rigid planning
✅ Correct Approach
- Use scale-adaptive planning (right level for complexity)
- Involve stakeholders in review
- Iterate as you learn
- Keep planning docs living and updated
Summary
Phase 2 Planning workflows transform vision into actionable requirements:
| Input | Planning Workflow | Output |
|---|---|---|
| Product idea | prd | PRD + Epics |
| Game concept | gdd | GDD + Epics |
| Story idea | narrative | Narrative Design |
| UX innovation | ux | UX Specification |
| Bug/simple change | tech-spec | Quick Spec |
Key Takeaway: Planning is required for all projects, but the depth adapts to project complexity. Trust the scale-adaptive system to guide the right level of detail.
Next Phase: Solutioning (Phase 3) - Technical architecture and detailed specifications