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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 teaching
  • combat/: combat resolution, encounters, and launch combat setup
  • expeditions/: mission containers and expedition taxonomy
  • exploration/: map knowledge, fog-of-war, survey, and cartography
  • economy/: gathering, crafting, food, markets, and material relevance
  • world-state/: towns and dynamic events
  • social/: governance, social systems, and supporting shared features
  1. progression/character-progression-and-roles.md
  2. progression/skill-catalog.md
  3. progression/equipment-and-gear.md
  4. progression/teaching-and-apprenticeship.md
  5. combat/combat-resolution-and-party-logic.md
  6. combat/combat-and-skills-integration.md
  7. combat/combat-encounter-templates.md
  8. economy/gathering-and-resource-ecology.md
  9. economy/material-relevance-and-recipe-structure.md
  10. economy/crafting-and-itemization.md
  11. economy/agriculture-food-and-water.md
  12. world-state/town-simulation-and-supply.md
  13. world-state/dynamic-events-and-world-state.md
  14. economy/market-contracts-and-logistics.md
  15. exploration/exploration-cartography-and-resource-discovery.md
  16. social/guilds-clans-and-town-control.md

Supporting Overviews

  • expeditions/missions-and-expeditions.md
  • expeditions/expedition-types.md
  • combat/loadouts-and-safety-rules.md
  • economy/economy-crafting-and-survival.md
  • social/social-trade-and-governance.md
  • social/supporting-features.md
  • exploration/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