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):
| Choice | Default | Option |
|---|---|---|
| Attribute system | Eventide: 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) |
| Timing | turn-based, for the tabletop | real-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 section | Status |
|---|---|
| Attributes | built (both profiles) |
| Resistances | partial |
| Status bars (Types 1–3) | partial: base values only |
| Status bars Type 4 (Presence, Threat, Aura) | TO DO |
| Inventory, reputation, abilities, pathways, morale | TO DO |
| Environments, areas | built |
| Bestiary | built 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.