RPG System

A System to Create a Role Playing Experience

The Game System

This is a progression system, with the intent of creating a role-playing experience within an organization.

The core objective is to create an environment that simulates fun aspects of gaming - skill mastery and impact. Progression is measured by XP, based on Skill and Impact.

  • Skill = Power
  • Survival = Usefulness
  • Impact > Visibility

The Core Player Loop

  1. Solve problems.
  2. Problem complexity and/or scope increases.
  3. Facilitating problems for teammates.
  4. Creation of frameworks that help solve problems between people and data.
  5. Pattern recognition and application.

The XP System

Skill XP (Local XP)

Measures capability. Earned through high-quality work.

  • Based per action or failure condition met
  • Scales polynomially with time spent until asymptote is reached
  • Diminishing returns per skill, not per period
  • Ability to unlock higher-tier actions once threshold is met

Skill XP by itself does NOT grant progression.

Impact XP (Global XP)

Rewarded for events that represent completed work.

  • Base - size of event
  • Complexity - difficulty
  • Impact - Who and what
  • Quality - Done on time and to spec
  • Impact XP = Base * Complexity * Impact * Quality
  • Event multipliers are used and can vary

Progression requires BOTH Skill XP and Impact XP.

Primary Player Stats

Skill-Specific Ability

Skill: Competent, open-minded, free-thinkers.
Impact: Completed tasks, forward trajectory.

Focus

Skill: Skill freshness, error probability, task switching.
Impact: Retention stat, influences how much impact you convert over time.

Judgment

Skill: Decision accuracy, choice prioritization, mistake navigation.
Impact: Opportunity recognition/explotation, reduced time wastes.

Communication

Skill: Being clear, collaboration speed and effectiveness.
Impact: Increases consistency in teams and across departments.

XP Multipliers

  • Quality — Clean work -> XP * variable
  • Speed — Execution time -> XP * variable
  • Variety — Switching tasks -> XP * variable
  • Collaboration — Faciliates team creation -> XP * variable
  • Leadership — Measured by growth in others and org -> XP * variable

XP Failure Conditions

  • Non-completed task -> No XP
  • Critical error -> Impact XP penalty
  • Missed deadline -> Skill XP * decay variable
  • Repetition threshold -> Skill XP * decay variable
  • Poor communication -> Skill XP increase + Impact XP decay

Endgame

  • You max out all skills
  • You design processes or frameworks that help others
  • Self-sustaining loop of oxytocin release and productivity