chore: clarify skill domains vs categories in skills.md
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@ -22,6 +22,8 @@ A **skill** is a **persistent, leveled** capability, **data-defined** (stable ID
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### Skill domains (examples)
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**Domains** are a **design vocabulary**: when we brainstorm content, what *kind* of real-world activity is this skill about? They help writers and designers stay consistent (“is this **extraction** or **fabrication**?”) and stay separate from **gigs**. Domains are **not** required to match data tags 1:1.
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Domains are **content-shaped**, not a locked taxonomy. Early vision includes:
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| Domain | Examples (illustrative) |
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@ -33,11 +35,13 @@ Domains are **content-shaped**, not a locked taxonomy. Early vision includes:
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| **Support craft** | Medtech fabrication, field repair kits, augment maintenance (**open** naming) |
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| **Social / street** | Negotiation, street doc *craft*, fences—**only if** we give them real loops and XP (**open**) |
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New skills land here as **design + data** demand; domains can **overlap** one skill in multiple tags for UI.
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New skills land here as **design + data** demand; a skill can sit in **multiple domains** in conversation before we assign its **primary category**.
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### Categories (families)
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**Categories** group skills for **UI, filters, and balance**—they are **not** gigs, **not** professions, and **not** hard caps on how many skills you can raise.
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**Categories** are **registry / UI tags**—what we put in data (e.g. E2.M1 `SkillCategory`) for **filters, sorting, and balance** knobs. Expect **one primary category per skill**; optional **secondary** tags for UI only if we need them.
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**Domains vs categories:** **domains** = “what is this skill *about* in the fiction/pipeline?” (design). **categories** = “which bucket does the **system** put it in for players and tuning?” (product). Today’s tables **overlap** on purpose while the roster is unsettled (e.g. extraction work often maps to **Gather**); when we lock a skill list, we either **merge** domain language into categories or keep domains as a **writer’s appendix** only. Categories are **not** gigs, **not** professions, and **not** caps on how many skills you can train.
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**Draft families** (can merge or rename):
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@ -49,7 +53,7 @@ New skills land here as **design + data** demand; domains can **overlap** one sk
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| **Tech** | Intrusion, electronics, rigging that isn’t a gig kit |
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| **Social** | If we skill it: negotiation, contracts UI hooks (**open**) |
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A skill may appear in **more than one** category for sorting; **canonical** category lives in data for balance.
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Optional **secondary category** for UI sorting only—**primary** category in data drives balance defaults.
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### XP, levels, curves
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