Demiurge
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16. RPG adaptation

Partial RPG Adaptation – Specification; Variants and Races §4; Eventide – Review of the Introduction.

The world is converted into statistics by a profile.

Decided 19 October: Demiurge converts to several rule systems, and the user picks one. The default rules are Eventide’s. The setting (races, languages, lore) and the rules (the profile) are now chosen separately: a generic-fantasy world converts to Eventide’s attributes by default, while the Eventide variant (its races and languages) stays apart from the default setting.

Two choices make up the rules (decided):

ChoiceDefaultOption
Attribute systemEventide: Strength, Stamina, Resilience, Agility; Wisdom, Intellect, Spirit, Perception; Charisma (human reference 10; status bars 0–100)d20-style: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma (3–18, 10–11 average; built as d20-style.json)
Timingturn-based, for the tabletopreal-time, for a playable version of Eventide

A percentile and a rules-light profile were proposed and are set aside for now.

Names are generic: no game’s trademarks or text.

Still to build The timing variants

Durations, cooldowns, movement and regeneration stored in one neutral unit (seconds of game time), presented as rounds in the turn-based variant (a round’s length is the profile’s) and as they are in the real-time variant. IE’s real-time vocabulary ("staggered for 60 seconds", Sprint, cooldowns) needs turn-based equivalents. The game engine for a playable real-time Eventide is outside the generator, which supplies the statistics and the world it would read.

16.1 IE’s character system, against what is converted

IE sectionStatus
Attributesbuilt (both profiles)
Resistancespartial
Status bars (Types 1–3)partial: base values only
Status bars Type 4 (Presence, Threat, Aura)TO DO
Inventory, reputation, abilities, pathways, moraleTO DO
Environments, areasbuilt
Bestiarybuilt from the biology module’s bestiary and the created species; sentient monsters as proposals
Content areas (dungeons, theatres, campaigns …)TO DO

Individuals of a zone

Decided 19 October, built 20 October (Decisions Log §18, §20; src/rpg/individuals.ts, zone.ts): characters and mobs generated in a zone are drawn on a bell curve about their kind’s mean, cut at three deviations and capped at the racial peak; their mass (and so their HP) varies by individual and by calling; and a zone condition (famine and plague in the recent record, the land’s yield, remoteness, the holding state’s prosperity and order; conditionOfZone) shifts the mean a little: about ±10 % on mass, a point on the physical attributes. individualsOfZone draws the people and the mobs of a zone, the same for the same seed and zone, and each individual’s record lists the shifts that applied. The weights and the shifts are proposals (Appendix B #1).

Still to build Character systems, a formula language, and the decisions for the rules

Inventory, reputation, abilities and spells, pathways, morale, content areas; a formula language in the profile (now that a second profile exists to test it against); and the rules decisions of the review’s §8.