chore: fold professions into skills stub in game-design overview
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@ -16,8 +16,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression
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Link new files here when they exist; remove or rewrite this subsection once the table is populated.
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- **Skills** — progression feel, caps, synergies, failure modes.
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- **Professions** — identity, fantasy, how they differ from pure skill bundles.
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- **Skills** — the core classless progression: training, caps, synergies, failure modes, skill families in UI/content. *Professions* are optional only if they mean something skills do not (e.g. diegetic titles, faction job routing, starter focus)—otherwise fold “what you are” into the skill graph and reputation, not a separate system.
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- **Zones** — tone, danger, faction or economic role of a place.
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- **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity.
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- **Mechanics** — loops, constraints, what the server vs. client must honor.
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