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Chapter 11 — Progression System

Part III — Simulation Systems

Character advancement without hardcoded levels.

  • 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

Progression is currency-based, not level-based.

  1. Events happen in the simulation (combat, exploration, dialogue)
  2. Currency rewards fire automatically based on configured patterns
  3. Players spend currency to unlock nodes in progression trees
  4. Unlocked nodes apply effects to the entity
Effect TypeWhat It Does
stat-boostIncrease a stat permanently
resource-boostIncrease a resource cap
grant-tagAdd a tag to the entity
set-globalSet a global world variable

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)

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.