341 lines
13 KiB
Markdown
341 lines
13 KiB
Markdown
# Knowledge And Skill Foundation
|
|
|
|
Version `0.1.R` defines how Agrarian treats knowledge, practice, body condition,
|
|
tools, and infrastructure before those systems become heavy gameplay code.
|
|
|
|
## MVP Separation Model
|
|
|
|
Agrarian should not collapse every form of progress into one generic skill
|
|
number. The MVP separates five related but distinct drivers.
|
|
|
|
Knowledge:
|
|
|
|
- Represents what a character understands.
|
|
- Comes from observation, teaching, notes, mistakes, questions, and practice
|
|
reflection.
|
|
- Affects judgment, recognition, safety, sequencing, and when warnings appear.
|
|
- Should help players understand why something worked or failed.
|
|
|
|
Practical experience:
|
|
|
|
- Represents practiced execution under real conditions.
|
|
- Comes from repeated action, variation, failed attempts, recovery, and doing
|
|
the work in different weather, light, terrain, and tool conditions.
|
|
- Affects speed, consistency, yield, precision, and waste.
|
|
- Should grow slowly from use and should not replace core understanding.
|
|
|
|
Physical stats:
|
|
|
|
- Represent the body in the moment: health, stamina, hunger, thirst, body
|
|
temperature, exhaustion, injury, sickness, age, carry load, and care history.
|
|
- Affect what a character can safely do right now.
|
|
- Should create readable pressure without becoming a hidden knowledge system.
|
|
|
|
Tools:
|
|
|
|
- Represent external capability the player can hold, equip, place, or maintain.
|
|
- Affect what actions are possible, how safe they are, how much effort they
|
|
require, and how good the result can be.
|
|
- Should still require knowledge and practice for best outcomes.
|
|
|
|
Infrastructure:
|
|
|
|
- Represents durable world improvements such as shelter, storage, paths, wells,
|
|
fields, workshops, firebreaks, and community systems.
|
|
- Affects baseline safety, efficiency, capacity, and resilience.
|
|
- Should reduce routine survival pressure without removing consequences from
|
|
poor choices.
|
|
|
|
MVP rule: basic survival actions must remain possible with low knowledge and
|
|
poor tools, but outcomes should be riskier, slower, lower quality, or more
|
|
wasteful until knowledge, practice, tools, and infrastructure improve.
|
|
|
|
## First-Pass Skill Taxonomy
|
|
|
|
The MVP skill taxonomy starts with practical survival domains the player uses in
|
|
the first hours of play. Each skill can later contain knowledge topics,
|
|
practice records, tool modifiers, environmental modifiers, and teaching hooks.
|
|
|
|
Survival:
|
|
|
|
- Core self-care, prioritization, risk recognition, rest, hydration, calories,
|
|
warmth, and avoiding preventable injury.
|
|
- Early effects: better warning timing, fewer panic mistakes, and more reliable
|
|
recovery choices.
|
|
|
|
Gathering:
|
|
|
|
- Identifying useful resources, harvesting safely, avoiding waste, and knowing
|
|
when weather, light, terrain, or tool condition makes gathering risky.
|
|
- Early effects: better yield, lower injury risk, and less resource damage.
|
|
|
|
Tool use:
|
|
|
|
- Handling primitive tools safely, choosing the right tool, maintaining tools,
|
|
and recognizing when improvised use is dangerous.
|
|
- Early effects: less stamina cost, fewer injuries, and more consistent work.
|
|
|
|
Crafting:
|
|
|
|
- Following recipes, sequencing steps, judging material suitability, and
|
|
recognizing weak or unsafe results.
|
|
- Early effects: fewer failed crafts, less waste, and better item quality.
|
|
|
|
Fire:
|
|
|
|
- Ignition, fuel choice, containment, maintenance, extinguishing, smoke, warmth,
|
|
wildfire risk, and using fire without burning structures or vegetation.
|
|
- Early effects: safer campfires, lower spread risk, and better warmth/cooking
|
|
reliability.
|
|
|
|
Shelter:
|
|
|
|
- Site choice, wind/rain exposure, drainage, structural basics, maintenance,
|
|
insulation, and avoiding fire or flood hazards.
|
|
- Early effects: better placement, more reliable protection, and fewer wasted
|
|
materials.
|
|
|
|
Navigation:
|
|
|
|
- Reading terrain, weather, daylight, landmarks, slope, watercourses, and safe
|
|
routes.
|
|
- Early effects: fewer dangerous detours, better route choice, and safer return
|
|
to shelter.
|
|
|
|
First aid:
|
|
|
|
- Recognizing injury, bleeding, sprains, sickness, cold exposure, dehydration,
|
|
and when rest or treatment matters.
|
|
- Early effects: earlier warnings, better treatment choices, and reduced
|
|
recovery mistakes.
|
|
|
|
Food safety:
|
|
|
|
- Potable water, edible plant caution, spoilage awareness, cooking basics,
|
|
contamination risk, and unsafe hunger-driven decisions.
|
|
- Early effects: fewer sickness triggers and better food/water decisions.
|
|
|
|
Weather awareness:
|
|
|
|
- Reading temperature, wind, rain, exposure, nightfall, storms, and shelter/fire
|
|
implications.
|
|
- Early effects: earlier shelter/fire decisions and fewer exposure surprises.
|
|
|
|
Taxonomy rule: skills are not unlock gates for basic MVP survival actions. They
|
|
modify risk, quality, speed, yield, readability, and confidence.
|
|
|
|
## Knowledge Effects On Survival Actions
|
|
|
|
Knowledge should change outcomes in ways the player can understand. It should
|
|
not silently guarantee success or replace practical experience.
|
|
|
|
Fewer mistakes:
|
|
|
|
- Knowledge reduces obviously bad choices, such as placing fire near dry brush,
|
|
drinking unsafe water without treatment, building shelter in a drainage path,
|
|
ignoring nightfall, or using the wrong material for a recipe.
|
|
- The MVP expression is warning text, safer default prompts, and clearer failed
|
|
action reasons.
|
|
|
|
Safer attempts:
|
|
|
|
- Knowledge lowers the chance that an attempt creates injury, sickness,
|
|
uncontrolled fire, wasted materials, or exposure.
|
|
- The MVP expression is risk messaging and lower future failure modifiers once
|
|
the player has learned the relevant concept.
|
|
|
|
Better yields:
|
|
|
|
- Knowledge helps a character identify the useful part of a resource and avoid
|
|
damaging it during gathering, processing, or crafting.
|
|
- The MVP expression is improved expected yield or reduced waste where a system
|
|
already has yield/waste hooks.
|
|
|
|
Lower injury risk:
|
|
|
|
- Knowledge teaches safe handling, body mechanics, weather caution, fire
|
|
distance, tool choice, first-aid urgency, and when to stop working.
|
|
- The MVP expression is fewer avoidable injury checks and clearer warnings when
|
|
hunger, thirst, darkness, fatigue, or bad weather make work unsafe.
|
|
|
|
More reliable outcomes:
|
|
|
|
- Knowledge improves sequencing and condition checks before the action begins.
|
|
- The MVP expression is fewer failed crafts, safer shelter placement, better
|
|
fire maintenance, better water decisions, and more useful feedback after poor
|
|
results.
|
|
|
|
Action-effect rule: knowledge should usually adjust probabilities, quality,
|
|
warnings, and explanation. It should only hard-block actions when the action
|
|
would be nonsensical without a discovered concept or required tool.
|
|
|
|
## Practical Experience Growth
|
|
|
|
Practical experience should grow from meaningful work, not from standing still
|
|
or repeating a zero-risk input forever. It is the record of a character learning
|
|
how a task feels in the world.
|
|
|
|
Use:
|
|
|
|
- Experience increases when a character performs a real survival action with
|
|
cost, time, context, and outcome.
|
|
- Good candidates include gathering, tool use, crafting, fire maintenance,
|
|
shelter placement, navigation decisions, first aid, food preparation, and
|
|
weather-response choices.
|
|
|
|
Repetition:
|
|
|
|
- Repetition improves consistency, but repeated identical low-stakes actions
|
|
should give diminishing returns.
|
|
- Variation should matter: different weather, darkness, tools, materials,
|
|
terrain, injury state, and resource types teach more than the same easy action.
|
|
|
|
Mistakes:
|
|
|
|
- Mistakes can teach when they have a readable cause and the player receives
|
|
feedback.
|
|
- Failed crafts, wasted resources, unsafe fire placement, bad shelter sites,
|
|
injury, sickness, and exposure should create learning opportunities if the
|
|
player can understand what happened.
|
|
|
|
Recovery from failure:
|
|
|
|
- Recovering from a bad outcome should teach more than simply failing.
|
|
- Examples include extinguishing a risky fire, treating bleeding, finding safer
|
|
water, rebuilding a weak shelter, resting after exhaustion, and changing route
|
|
after getting lost.
|
|
|
|
Experience gain rule: award experience for meaningful action plus context, apply
|
|
diminishing returns to rote repetition, and give recovery credit when a player
|
|
responds well to a mistake.
|
|
|
|
## First Contextual Learning Prompts
|
|
|
|
Contextual learning prompts should appear when the player is already interacting
|
|
with the relevant risk. They should be short, actionable, and easy to ignore
|
|
after the player understands the concept.
|
|
|
|
Fire safety:
|
|
|
|
- Trigger examples: placing or maintaining a campfire near dry brush, shelter,
|
|
wood piles, high wind, or long burn duration.
|
|
- Prompt intent: explain clearance, containment, maintenance, extinguishing, and
|
|
wildfire/structure risk.
|
|
- Example wording: "Clear space around open flame. Wind and dry fuel can spread
|
|
fire."
|
|
|
|
Potable water:
|
|
|
|
- Trigger examples: interacting with unknown water, drinking while sick, or
|
|
collecting water near contamination risk.
|
|
- Prompt intent: distinguish water access from safe drinking water.
|
|
- Example wording: "Water source found. Treating or boiling lowers sickness
|
|
risk."
|
|
|
|
Exposure:
|
|
|
|
- Trigger examples: nightfall, rain, wind, low body temperature, soaked state,
|
|
exhaustion, or leaving shelter/fire protection.
|
|
- Prompt intent: explain warmth, shelter, wind, rain, rest, and body temperature.
|
|
- Example wording: "Cold and wind drain warmth. Fire, shelter, dry clothes, and
|
|
rest reduce exposure."
|
|
|
|
Shelter placement:
|
|
|
|
- Trigger examples: placing shelter in drainage, exposed wind, steep slope, too
|
|
close to fire, or near unsafe terrain.
|
|
- Prompt intent: explain drainage, wind, fire distance, stability, and
|
|
weather-protection tradeoffs.
|
|
- Example wording: "Shelter works best on stable, drained ground away from open
|
|
flame."
|
|
|
|
Injury care:
|
|
|
|
- Trigger examples: bleeding, sprain, sickness, exhaustion, low health, or
|
|
continuing heavy work while injured.
|
|
- Prompt intent: explain stop-work decisions, rest, treatment, and worsening
|
|
risk.
|
|
- Example wording: "Treat bleeding and rest before heavy work. Exhaustion makes
|
|
mistakes more likely."
|
|
|
|
Resource identification:
|
|
|
|
- Trigger examples: first focus on wood, stone, fiber, edible plants, hide, or
|
|
water-related resources.
|
|
- Prompt intent: teach why the resource matters and what basic actions it
|
|
supports.
|
|
- Example wording: "Fiber is useful for binding, panels, and early shelter
|
|
parts."
|
|
|
|
Prompt rule: contextual prompts should explain the immediate risk or opportunity
|
|
without pausing the game or forcing a quiz.
|
|
|
|
## Optional Knowledge Checks
|
|
|
|
Optional knowledge checks should appear when a question naturally belongs to the
|
|
current action. They are not school-test popups and should not interrupt basic
|
|
survival.
|
|
|
|
Presentation rules:
|
|
|
|
- Show checks as optional inline choices, short reflection prompts, or camp/journal
|
|
review cards.
|
|
- Let players continue basic survival without answering.
|
|
- Do not pause combat, weather danger, fire spread, or other time-sensitive
|
|
events.
|
|
- Avoid repeated prompts after the player has recently answered, skipped, or
|
|
demonstrated the concept through action.
|
|
|
|
When checks appear:
|
|
|
|
- Before a risky improvement path, such as safer fire setup, shelter siting,
|
|
water treatment, advanced first aid, or higher-quality crafting.
|
|
- After a readable mistake, when the game can ask what likely went wrong.
|
|
- During calm moments near shelter, campfire, rest, journals, mentors, or
|
|
teaching interactions.
|
|
|
|
Outcome rules:
|
|
|
|
- Correct answers can improve confidence, reduce future warnings, unlock clearer
|
|
explanations, or slightly improve risk/quality modifiers.
|
|
- Wrong answers should explain the correction and may leave the player at normal
|
|
baseline risk instead of punishing them harshly.
|
|
- Skipping should preserve basic action access.
|
|
|
|
Knowledge-check rule: checks should deepen understanding and improve outcomes,
|
|
not gate the first survival loop.
|
|
|
|
## Failed-Action And Poor-Result Feedback
|
|
|
|
When an action fails or produces a poor result, the player should receive a
|
|
plain explanation that points to the likely cause and next useful response. The
|
|
message should be short enough to read during play.
|
|
|
|
Feedback should identify:
|
|
|
|
- missing or unsuitable materials;
|
|
- unsafe weather, darkness, terrain, or exposure;
|
|
- low stamina, hunger, thirst, injury, sickness, or exhaustion;
|
|
- poor tool choice or damaged tools;
|
|
- low knowledge, low practical experience, or missed prerequisite concept;
|
|
- invalid placement, fire risk, drainage risk, blocked access, or instability;
|
|
- normal uncertainty when the game intentionally does not reveal exact odds.
|
|
|
|
Message style:
|
|
|
|
- Say what happened.
|
|
- Name one likely cause.
|
|
- Offer one useful next step.
|
|
- Avoid blaming the player.
|
|
- Avoid revealing hidden formulas or exact random rolls.
|
|
|
|
Example messages:
|
|
|
|
- "The fire catches poorly. Damp fuel and wind are making ignition unreliable."
|
|
- "The shelter frame feels unstable. Flatter, drained ground would help."
|
|
- "You waste some fiber. More practice with binding would improve the result."
|
|
- "Your hands shake from exhaustion. Rest or food would make this safer."
|
|
|
|
Feedback rule: poor results should teach the player what to try next without
|
|
turning every failure into a lecture.
|