neon-sprawl/docs/game-design/progression.md

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# Progression (gigs + skills)
Shared vision for **how characters grow** in Neon Sprawl: **combat** vs **everything else** use different systems that still live on **one avatar**. Detail docs: **[gigs.md](gigs.md)** (combat roles), **[skills.md](skills.md)** (non-combat skills and **gigs ↔ skills seams**).
**Implementation note:** [Epic 2 — Skills and Progression Framework](../decomposition/epics/epic_02_skills_and_progression.md) (E2.M1M4): **Slice 3** wires **gather/craft** to **skill** XP (E2.M2), **combat encounters** to **gig XP only**, and allows **mission reward** hooks to grant **skill** XP when scripted—**not** via the combat encounter pipe. **Gig** levels stay **per gig**; exact gig XP module ownership may sit beside E2.M2 or under Epic 5 until the gig data model is finalized.
## Vocabulary
Use these terms in **design specs and tools** (fiction may say *job*, *contract*, *loadout*, etc.):
| Term | Means |
|------|--------|
| **Gig** | The **combat role** (combat “class”): kit, tuning band, party expectations. **Not** for crafting or gathering. |
| **Skill** | A **non-combat** trained capability only (gather, craft, intrusion loops, etc.). **Never** the combat gig. **Combat encounters** do not grant skill XP by default—only **gig XP** on the **main gig** ([gigs.md](gigs.md)). |
| **Sub-gig** | **Secondary gig** on the same loadout as **main**—limited cross-gig abilities ([gigs.md](gigs.md) **Main gig + sub-gig**). Not crafting identity. |
## Why hybrid
- **Gigs** answer “what are you on **this fight**?”—readable roles, **hub swap**, cyberpunk **contract** fantasy, without alts for combat variety.
- **Skills** keep **economy and crafting** **open to every character** (independent of **gig**): anyone can raise gather/craft over time; “street doc” can mean high **Medtech fab** **skill** + rep, not only tonights gig.
- **Specialist fantasy:** a player can **under-invest in gigs** and still **mainline the game** through **skills**—top gatherer, crafter, or tech, with **lots of options** to explore. The **skill roster** is meant to **grow** over time; see [skills.md](skills.md) **Pillars** and **Skill roster**.
- **Mission rewards vs combat XP:** **Missions** (contracts, arcs, hand-ins) may **pay skill XP** as an explicit **reward**—separate from the **combat encounter** pipe. Default flow stays **fight → gig XP**; skill XP from an op is **“this jobs payout,”** not **“kills trained my fab skill.”**
## Where to read next
| Topic | Document |
|--------|-----------|
| Gig roster, hub swap, sub-gig, XP, party/PvP notes | [gigs.md](gigs.md) |
| Combat vs non-combat **actions** (kits, skill interactions, items) | [abilities.md](abilities.md) |
| **Items** (craft, loot, equip, gig/skill gates) | [items.md](items.md) |
| **Gathering** (nodes, yields, skill XP—not gig) | [gathering.md](gathering.md) |
| **Crafting** (recipes, pipeline, bench vs gig) | [crafting.md](crafting.md) |
| **Economy** (faucets, sinks, trade, policy) | [economy.md](economy.md) |
| **Death / loss / recovery** (stakes, durability, PvP loss) | [death-loss-recovery.md](death-loss-recovery.md) |
| **Risk & security bands** (tiers, PvP eligibility) | [risk-security-bands.md](risk-security-bands.md) |
| **Zones** (place identity, travel graph hooks) | [zones.md](zones.md) |
| Skill domains, categories, XP curves, gates, mastery | [skills.md](skills.md) |
| **Seams** (combat gear vs craft, consumables, rep, alts) | [skills.md](skills.md) (section *Seams (gigs ↔ skills)*) |
| Loose ideas | [brainstorm/](brainstorm/README.md) |
| Folder index | [overview.md](overview.md) |