diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 41c1aad..9050eb5 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -16,8 +16,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression Link new files here when they exist; remove or rewrite this subsection once the table is populated. -- **Skills** — progression feel, caps, synergies, failure modes. -- **Professions** — identity, fantasy, how they differ from pure skill bundles. +- **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. - **Zones** — tone, danger, faction or economic role of a place. - **Travel & connections** — how places link (gates, costs, downtime, danger en route); complements zone identity. - **Mechanics** — loops, constraints, what the server vs. client must honor.