Chapter 11 — Progression System
Part III — Simulation Systems
Character advancement without hardcoded levels.
Topics
Section titled “Topics”- Currencies — earned through gameplay events
- Progression trees — structured unlock paths
- Nodes — individual upgrades with costs, effects, and prerequisites
- Rewards — automatic currency grants from event patterns
- Unlock conditions — prerequisite nodes and currency costs
How It Works
Section titled “How It Works”Progression is currency-based, not level-based.
- Events happen in the simulation (combat, exploration, dialogue)
- Currency rewards fire automatically based on configured patterns
- Players spend currency to unlock nodes in progression trees
- Unlocked nodes apply effects to the entity
Built-in Effect Handlers
Section titled “Built-in Effect Handlers”| Effect Type | What It Does |
|---|---|
| stat-boost | Increase a stat permanently |
| resource-boost | Increase a resource cap |
| grant-tag | Add a tag to the entity |
| set-global | Set a global world variable |
Example Trees
Section titled “Example Trees”Fantasy — Combat Mastery
toughened (5 XP)├── keen-eye (8 XP, requires: toughened)└── battle-fury (10 XP, requires: toughened)Cyberpunk — Netrunning
packet-sniffer (5 street-cred)├── neural-boost (8 street-cred, requires: packet-sniffer)└── ice-hardening (10 street-cred, requires: packet-sniffer)Why Engine-Level Progression Matters
Section titled “Why Engine-Level Progression Matters”Because progression is a module, not baked-in logic, different genres can define entirely different advancement systems:
- XP trees
- reputation unlocks
- doctrine fragments
- cybernetic upgrade slots
- skill proficiency
All use the same underlying currency → tree → effect pipeline.