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
- Solve problems.
- Problem complexity and/or scope increases.
- Facilitating problems for teammates.
- Creation of frameworks that help solve problems between people and data.
- 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