Systems Index¶
These documents expand the original MMO plan into player-facing loops and backend-facing implementation patterns.
Folder Layout¶
progression/: character growth, skills, and teachingcombat/: combat resolution, encounters, and launch combat setupexpeditions/: mission containers and expedition taxonomyexploration/: map knowledge, fog-of-war, survey, and cartographyeconomy/: gathering, crafting, food, markets, and material relevanceworld-state/: towns and dynamic eventssocial/: governance, social systems, and supporting shared features
Recommended Order¶
progression/character-progression-and-roles.mdprogression/skill-catalog.mdprogression/equipment-and-gear.mdprogression/teaching-and-apprenticeship.mdcombat/combat-resolution-and-party-logic.mdcombat/combat-and-skills-integration.mdcombat/combat-encounter-templates.mdeconomy/gathering-and-resource-ecology.mdeconomy/material-relevance-and-recipe-structure.mdeconomy/crafting-and-itemization.mdeconomy/agriculture-food-and-water.mdworld-state/town-simulation-and-supply.mdworld-state/dynamic-events-and-world-state.mdeconomy/market-contracts-and-logistics.mdexploration/exploration-cartography-and-resource-discovery.mdsocial/guilds-clans-and-town-control.md
Supporting Overviews¶
expeditions/missions-and-expeditions.mdexpeditions/expedition-types.mdcombat/loadouts-and-safety-rules.mdeconomy/economy-crafting-and-survival.mdsocial/social-trade-and-governance.mdsocial/supporting-features.mdexploration/map-tiles-fog-and-cartography.md
Crafting Rule¶
The crafting model should avoid linear tier replacement. Advanced items should still depend on common materials, refinement chains, repairs, packaging, and town-scale bulk demand.
Design Rule¶
Each system should answer two questions:
- why the loop is fun for the player
- how the loop is resolved cheaply and authoritatively on the backend