171 lines
6.5 KiB
Markdown
171 lines
6.5 KiB
Markdown
# Knowledge And Skill Foundation
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Version `0.1.R` defines how Agrarian treats knowledge, practice, body condition,
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tools, and infrastructure before those systems become heavy gameplay code.
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## MVP Separation Model
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Agrarian should not collapse every form of progress into one generic skill
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number. The MVP separates five related but distinct drivers.
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Knowledge:
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- Represents what a character understands.
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- Comes from observation, teaching, notes, mistakes, questions, and practice
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reflection.
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- Affects judgment, recognition, safety, sequencing, and when warnings appear.
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- Should help players understand why something worked or failed.
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Practical experience:
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- Represents practiced execution under real conditions.
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- Comes from repeated action, variation, failed attempts, recovery, and doing
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the work in different weather, light, terrain, and tool conditions.
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- Affects speed, consistency, yield, precision, and waste.
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- Should grow slowly from use and should not replace core understanding.
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Physical stats:
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- Represent the body in the moment: health, stamina, hunger, thirst, body
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temperature, exhaustion, injury, sickness, age, carry load, and care history.
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- Affect what a character can safely do right now.
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- Should create readable pressure without becoming a hidden knowledge system.
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Tools:
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- Represent external capability the player can hold, equip, place, or maintain.
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- Affect what actions are possible, how safe they are, how much effort they
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require, and how good the result can be.
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- Should still require knowledge and practice for best outcomes.
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Infrastructure:
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- Represents durable world improvements such as shelter, storage, paths, wells,
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fields, workshops, firebreaks, and community systems.
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- Affects baseline safety, efficiency, capacity, and resilience.
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- Should reduce routine survival pressure without removing consequences from
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poor choices.
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MVP rule: basic survival actions must remain possible with low knowledge and
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poor tools, but outcomes should be riskier, slower, lower quality, or more
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wasteful until knowledge, practice, tools, and infrastructure improve.
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## First-Pass Skill Taxonomy
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The MVP skill taxonomy starts with practical survival domains the player uses in
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the first hours of play. Each skill can later contain knowledge topics,
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practice records, tool modifiers, environmental modifiers, and teaching hooks.
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Survival:
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- Core self-care, prioritization, risk recognition, rest, hydration, calories,
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warmth, and avoiding preventable injury.
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- Early effects: better warning timing, fewer panic mistakes, and more reliable
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recovery choices.
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Gathering:
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- Identifying useful resources, harvesting safely, avoiding waste, and knowing
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when weather, light, terrain, or tool condition makes gathering risky.
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- Early effects: better yield, lower injury risk, and less resource damage.
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Tool use:
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- Handling primitive tools safely, choosing the right tool, maintaining tools,
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and recognizing when improvised use is dangerous.
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- Early effects: less stamina cost, fewer injuries, and more consistent work.
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Crafting:
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- Following recipes, sequencing steps, judging material suitability, and
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recognizing weak or unsafe results.
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- Early effects: fewer failed crafts, less waste, and better item quality.
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Fire:
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- Ignition, fuel choice, containment, maintenance, extinguishing, smoke, warmth,
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wildfire risk, and using fire without burning structures or vegetation.
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- Early effects: safer campfires, lower spread risk, and better warmth/cooking
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reliability.
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Shelter:
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- Site choice, wind/rain exposure, drainage, structural basics, maintenance,
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insulation, and avoiding fire or flood hazards.
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- Early effects: better placement, more reliable protection, and fewer wasted
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materials.
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Navigation:
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- Reading terrain, weather, daylight, landmarks, slope, watercourses, and safe
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routes.
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- Early effects: fewer dangerous detours, better route choice, and safer return
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to shelter.
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First aid:
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- Recognizing injury, bleeding, sprains, sickness, cold exposure, dehydration,
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and when rest or treatment matters.
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- Early effects: earlier warnings, better treatment choices, and reduced
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recovery mistakes.
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Food safety:
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- Potable water, edible plant caution, spoilage awareness, cooking basics,
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contamination risk, and unsafe hunger-driven decisions.
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- Early effects: fewer sickness triggers and better food/water decisions.
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Weather awareness:
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- Reading temperature, wind, rain, exposure, nightfall, storms, and shelter/fire
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implications.
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- Early effects: earlier shelter/fire decisions and fewer exposure surprises.
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Taxonomy rule: skills are not unlock gates for basic MVP survival actions. They
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modify risk, quality, speed, yield, readability, and confidence.
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## Knowledge Effects On Survival Actions
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Knowledge should change outcomes in ways the player can understand. It should
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not silently guarantee success or replace practical experience.
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Fewer mistakes:
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- Knowledge reduces obviously bad choices, such as placing fire near dry brush,
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drinking unsafe water without treatment, building shelter in a drainage path,
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ignoring nightfall, or using the wrong material for a recipe.
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- The MVP expression is warning text, safer default prompts, and clearer failed
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action reasons.
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Safer attempts:
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- Knowledge lowers the chance that an attempt creates injury, sickness,
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uncontrolled fire, wasted materials, or exposure.
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- The MVP expression is risk messaging and lower future failure modifiers once
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the player has learned the relevant concept.
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Better yields:
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- Knowledge helps a character identify the useful part of a resource and avoid
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damaging it during gathering, processing, or crafting.
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- The MVP expression is improved expected yield or reduced waste where a system
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already has yield/waste hooks.
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Lower injury risk:
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- Knowledge teaches safe handling, body mechanics, weather caution, fire
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distance, tool choice, first-aid urgency, and when to stop working.
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- The MVP expression is fewer avoidable injury checks and clearer warnings when
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hunger, thirst, darkness, fatigue, or bad weather make work unsafe.
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More reliable outcomes:
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- Knowledge improves sequencing and condition checks before the action begins.
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- The MVP expression is fewer failed crafts, safer shelter placement, better
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fire maintenance, better water decisions, and more useful feedback after poor
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results.
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Action-effect rule: knowledge should usually adjust probabilities, quality,
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warnings, and explanation. It should only hard-block actions when the action
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would be nonsensical without a discovered concept or required tool.
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