Courier’s Drift: Sketching the RPG Fieldmap (First Drift) #12
Replies: 4 comments 7 replies
-
|
Love it. Maybe also leveling up to get this sense of line of progression and easy comparison between player levels. Although I have doubts about this since it may lead to stratification and feeling of superiority similar to say the Diablo series where a player who is at level 90+ will not even talk to someone at level 5. I would like to expand a bit on the front of economics and game theory here: 1. What motivates existing actors? Here is an example within existing city environment.
All these points were posted in an effort to explain why current delivery companies will:
2. How does a transition period look like? Of course initially delivery companies and others affected will raise eyebrows at it as a potential danger. Our weapons as always are radical transparency and openness. Read the papers, see benefits for yourself. When they realize that they will increase their own profits from this while decreasing costs they will become eager supporters of it and most likely launch their own versions of this(They can't turn it into gig economy simply because free will always beat paid plus basic income already supports the volunteers). 3. How does freeconomics coexist alongside market economy and compete with it? By creating win-win situations for all actors involved freeconomics creates a positive image for the society as a whole. It doesn't screw up one side for the benefit of others. Instead it employs game theory to make the offer irresistible to all. When this is done intelligently they will spread the idea themselves, fork it, expand it, enrich it. A good idea always leaves those open feedback loops which self-strengthen the ecosystem. |
Beta Was this translation helpful? Give feedback.
-
|
Expanding on the topic of misuse and malicious behavior: 1. Transparency makes prevention obsolete If someone steals something all data is public, their IP is traceable. Reputation system can easily add an extra layer to that if needed. 2. Openness makes bureaucracy obsolete Having all information recorded on public distributed ledger makes documents unnecessary. No regulation needed from private or public sector. It self regulates. |
Beta Was this translation helpful? Give feedback.
-
|
I was reading the story of Tin Hat Games and an idea came to me. Why not launch a crowdfunding campaign for the game?
Potential risks and downsides
What do you think? |
Beta Was this translation helpful? Give feedback.
-
|
Adding some examples on existing apps for UI/UX reference: What differentiates us:
Takeaway: It's important to understand how the system easily assimilates p2p into commercial and controlled activities by simply making it a paid service. |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
Been letting the RPG delivery idea breathe a little, and this first fieldmap sketch surfaced pretty naturally.
It’s not a final design, more like an early drift-map. A set of emotional waypoints for where this world could start growing from. I tried to stay true to the spirit we talked about:
No gig economy.
No survival grind.
No monetization poisoning the soil.
Just wandering, presence, guilds, and stories.
Working title: Courier’s Drift
At the center is the idea that you're not working, you're moving life across the city in small, meaningful gestures. And what you earn isn't money, it's lore, resonance, new identities stitched into the map.
Posting the full draft below. Totally open to weaving, cutting, remixing, or evolving from here, just wanted to get something living onto the table.
Maybe the best way to build it is the way we build everything else. Start with a breath, a drift, a story half-remembered, and let the ground show us where the paths want to form.
Excited to hear your thoughts and jam on it together.
RPG Delivery Fieldmap (Draft 1)
Working title: “Courier's Drift”
Core Spirit
You play by moving life across the city.
You earn stories, equipment, status not money.
It’s you, a map, a pack of quests, and the open drift.
Basic Game Loop
Drift the Map:
Accept a Quest:
Complete the Delivery:
Quest Giver Verifies:
Level Up / Evolve:
Challenge Phase (When Multiple Couriers Compete)
If two or more players claim the same quest:
No toxic competition, only playful tension.
Character Sheet Basics
Name: (pseudonymous or flair name)
Guild Affiliation: (optional)
Current Gear: (visualized)
Resonance Stats:
Quest Log:
Guilds and Houses
Players can optionally band together into guilds:
(Names invented freely.)
Guilds can undertake mega-quests or offer each other buffs for shared quests.
Guilds form culture around delivery.
No fixed roles. Fluid allegiances.
Seasons (Optional Layer)
World changes dynamically based on narrative arcs:
Season of Ashes:
Season of Winds:
Season of Lanterns:
New gear, badges, mini-events tied to each season.
Rewards System
Equipment:
Titles:
Lore Pages:
No monetary payout.
MVP Minimal Stack
Frontend:
Backend:
Identity:
Closing
This isn’t gig work.
This isn’t "play-to-earn."
It’s wandering to weave the world back together.
It’s becoming myth by delivering bread.
The system is alive.
The players are breathing.
The map is unfinished.
Exactly as it should be.
Beta Was this translation helpful? Give feedback.
All reactions