skara-brae-common/docs/game/mechanics-source-mapping.md
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Combat System & Stat Scaling Design, Skill & Magic System, Medals &
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Skara Brae — Mechanics Source Mapping

Source: Joplin note 87a0f70b45c4453caae0fa2b5b8a96f9, migrated 2026-10-03

How elements from each inspiration source map to Skara Brae mechanics.


Sources

Source Type Key Contribution
The Bard's Tale I (1985) Dungeon crawl RPG Setting, city structure, review board, party system, spell learning, dungeon progression
RoleMaster / MERP (1980+) Tabletop RPG Combat engine (d100 open-ended, crit tables), 10-stats, skill ranks, spell realms, brutality
Idle Fantasy (2024) Mobile idle RPG Offline sessions, hireable workers, pets, guild ranks, blessings, slayer tasks, quest diversity
Torn City (2004) Text-based MMORPG Crime→adventure loop, economy, factions, properties, education, PvP, billions-scale stats, casino, travel

The Mapping

Leveling & Progression

Mechanic Source Skara Brae Adaptation
Review Board Bard's Tale I The Adventurers' Guild in Skara Brae. Unmarked building (must be discovered). Only place to level up, learn new spells, and change spell schools. Pay gold + meet XP threshold. Magical exam for spellcasters (lore check).
Experience points All BIGINT XP. Earned from adventures, combat, crafting, quests. Level thresholds scale exponentially.
Stat growth to billions Torn City BIGINT stats, tiered display (K/M/B/T). Stats only go up. Training, equipment, education, and crafting all feed into stats.
Skill ranks via development points RoleMaster Skills leveled through use (not point-buy). Each skill has its own XP bar. Higher ranks = logarithmic cost increase.
Education courses Torn City Schools (Fighters' Academy, College of Magic, Thieves' Den, Merchants' Guild). Real-time courses, permanent bonuses. Some adventures require prerequisites.

Spell System

Mechanic Source Skara Brae Adaptation
Spell schools as classes Bard's Tale I Magician (offensive), Conjurer (summoning), Sorcerer (debilitating), Wizard (utility). Mages can switch schools at the Review Board. Master all four = Archmage title (cosmetic + achievement).
Spell learning at Review Board Bard's Tale I Must visit the Adventurers' Guild to learn new spells after leveling. Each spell costs gold + requires minimum skill level. Spell codes replaced by meaningful names.
Three realms of magic RoleMaster Essence (wizards — raw magical energy), Channeling (clerics — divine power from Old Gods), Mentalism (bards/psionics — mind power). Each realm has open lists (available to all) and closed lists (class-restricted).
Bard songs as spells Bard's Tale I Bard songs function as long-duration buffs. Strengthen armor, increase attack speed, heal over time, boost skill XP. Certain puzzles/adventures require specific songs.
85 spells Bard's Tale I Target: 60-80 spells at launch across all realms and schools. Expandable via updates.

Combat

Mechanic Source Skara Brae Adaptation
d100 open-ended roll RoleMaster All attacks roll d100 open-ended (96-100: roll again and add). Creates rare but exciting high rolls.
Critical tables by weapon type RoleMaster Slash, crush, puncture, unarmed crit tables. Each maps roll range to damage multiplier + status effect (bleed, stun, disarm, cripple, blind). Tables stored in skara-brae-common/crit-tables/.
Crit damage capped by level difference Original design Equal level = full crit. +50 levels = 15% cap. +100 = 5% cap. Status effects always apply. Low levels can disrupt, not kill.
Armor type vs. weapon cross-reference RoleMaster Attack tables cross-index weapon type against armor type (unarmored, leather, chain, plate). Heavy armor reduces crit severity.
Concussion hits RoleMaster Normal hits (non-crit) = concussion damage. Accumulates, can knock unconscious. Natural recovery over time.
Body part damage RoleMaster Crit rolls determine hit location (head, torso, arms, legs). Location affects which status effects apply. Head crits = stun. Arm crits = disarm. Leg crits = cripple.
Resistance rolls (RR) RoleMaster Magic attacks require resistance roll: d100 + Will stat vs. spell difficulty. Failed RR = full effect. Partial success = reduced effect. Success = resisted.
Turn-based combat Bard's Tale I Combat is turn-based/text-based. Choose actions each round. Manage stamina, mana, positioning (front/back rank).
Party combat (6 characters) Bard's Tale I See Party System below.

Adventures & Dungeons

Mechanic Source Skara Brae Adaptation
Crime tiers Torn City Adventures in risk/reward tiers: Safe (pick pockets) → Moderate (burglary) → Dangerous (dungeon raid) → Extreme (Undercity deep). Higher tiers = better rewards, more energy cost, higher failure chance.
Dungeon progression Bard's Tale I Sequential dungeons with prerequisites: Wine Cellar → Sewers → Catacombs → Harkyn's Castle → Kylearan's Tower → Mangar's Tower. Each unlocks the next. Later dungeons require items/keys from earlier ones.
Random encounters on city streets Bard's Tale I Moving between districts at night triggers random encounters. Higher danger districts = harder encounters. Daytime = mostly safe.
Dungeon puzzles and riddles Bard's Tale I Dungeons include locked doors (lockpicking check), riddles (lore check), magical barriers (spell requirement), and boss mechanics.
Racing → Idle adventuring Torn City + Idle Fantasy Expeditions: Send your character (or a hired worker) on a timed expedition to a dungeon or adventure zone. Takes 15 min to 1 hour. Returns with loot. Reduced rewards (60%) compared to active play. Energy consumed while on expedition. Comparable to Torn's racing (timed event with wager → payout).
Organized crime → Guild raids Torn City Guild raids: Cooperative dungeon runs requiring 4-6 guild members. Each member contributes. Rewards split. Guild treasury gets a cut. Weekly cooldown.

City & Navigation

Mechanic Source Skara Brae Adaptation
30×30 city grid Bard's Tale I Decision needed: Full MUD-style room-by-room map, or district-based navigation? See Map Question below.
Named streets and buildings Bard's Tale I Key locations are named (Rakhir Street, The Singing Tavern, Garth's Equipment Shoppe). Even with district navigation, these names persist as flavor.
Locked gates / guardian statues Bard's Tale I Certain districts require keys, quest completion, or level thresholds to access. The Undercity requires a password from a quest. The Noble Quarter requires property ownership or guild rank.
District-based navigation Torn City Click on a district, see available actions. Fast, mobile-friendly, no spatial navigation needed.
Christmas Town Torn City Seasonal locations: Temporary areas that appear during seasonal events. Festival of Lights → Frozen Lake (ice fishing, ice dungeon). Mangar's Eve → Shadow Realm (special dungeon). The Great Market → Bazaar of Wonders (rare vendors). These locations disappear after the event.
Travel (off-shore) Torn City Travel system: Take a ship from the Harbor to offshore locations. Each trip costs gold + takes real time (1-4 hours). Destinations: The Iron Islands (mining colony, rare ores), Stormwatch Keep (military outpost, PvP zone), The Lost Tombs (ancient ruins, high-level dungeon), The Free Ports (neutral trade hub, no PvP). Travel time = opportunity for ambush by pirates or sea monsters.

Map Question: MUD-Style vs. District Navigation

Option A: MUD-Style Room Map

  • 30×30 grid (like BT1), each tile is a "room" with description, exits, and possible encounters
  • Players navigate with cardinal directions (N/S/E/W)
  • Feels immersive, authentic to BT1 roots
  • Problem: Tedious on mobile. Hard to make feel good in a web UI. Most players would find it annoying.
  • Works if we want a true MUD feel

Option B: District-Based Navigation (Recommended)

  • City has 10 districts (already defined). Click a district → see available locations and actions.
  • Within districts, specific locations (The Singing Tavern, Garth's Shoppe) are clickable destinations.
  • Dungeons are separate instances (enter → turn-based combat + exploration).
  • Problem: Less immersive. Loses the BT1 city-as-maze feel.
  • Works best for web/mobile, fast navigation, Torn-like UX

Option C: Hybrid

  • District navigation for the main city (fast, mobile-friendly)
  • Dungeons use room-by-room exploration with a minimap (MUD/MUD2 style)
  • City streets at night can trigger random encounters when traveling between districts (without full room navigation)
  • Best of both worlds: fast city navigation, immersive dungeon crawling
  • The BT1 city-as-maze can be a special dungeon instance ("Skara Brae: The Eternal Winter" — a flashback to Mangar's original attack)

Recommendation: Option C (Hybrid). District nav for city, room-by-room for dungeons. Night travel has encounter chance.

Economy

Mechanic Source Skara Brae Adaptation
Bazaar / Item market Torn City Player-driven marketplace. List items for sale. Search, filter, buy. Transaction fee (gold sink).
Garth's Equipment Shoppe Bard's Tale I NPC shop with basic equipment. Always available. Sells low-to-mid tier gear. Buys items at 40% value.
Auction House Torn City Rare items, timed auctions. 24-72 hour listings. Buyout option.
Bank of Skara Brae Torn City Deposit gold, earn interest (0.5%/day). Loans available (collateral required).
Casino → Inn games Torn City The Singing Tavern offers gambling: Dice (craps variant), Cards (fantasy poker), Arm Wrestling (strength check), Shell Game (perception check). Wager gold, win or lose. House edge ensures long-term gold sink. High-stakes table in the back room (Noble Quarter access).
Stock market → Merchant ventures Torn City Invest in trading caravans departing from the Harbor. Returns depend on random events (pirates, storms, bandits, rare finds). Check results after 24 hours.
Player shops/stalls Torn City Set up a stall in the Market Square. List items at custom prices. Stall rent = gold sink. Higher rent = better location (more traffic).
Fencing stolen goods Torn City Old Grist at the Harbor buys stolen goods. Lower prices than market but no questions asked. Thievery skill affects quality of goods you can fence.

Guilds & Clans

Mechanic Source Skara Brae Adaptation
Factions Torn City Guilds (already designed). Player organizations with hierarchy, guild hall, territory, treasury, taxation, wars. Guild rank progression (10 ranks).
Companies Torn City Clans — a separate system from guilds. Clans are player-run businesses/cooperatives.
Clan types Original design Clan types: Trading Company (market bonuses), Mercenary Band (PvP bonuses), Crafting Cooperative (crafting bonuses), Exploration Society (adventure bonuses). A player can be in one guild AND one clan simultaneously. Guilds are about power/territory. Clans are about economic specialization.
Guild wars Torn City Territory control through raids. Formal war declaration. Surrender terms. Winner takes territory + treasury portion.
Alliances Torn City Guild-to-guild treaties. Non-aggression pacts, trade agreements, mutual defense. Alliance chat channel.
Guild Adventures Torn City Cooperative activities requiring multiple members (→ Torn's organized crimes). Weekly cooldown.

Party System & Grouping

Mechanic Source Skara Brae Adaptation
Party of 6 characters Bard's Tale I Parties of 2-4 players (not 6 characters per player). Group up for adventures and dungeons. Party leader chooses destination. Loot distributed by configured rules (need/greed, round-robin, leader assigns).
Front/back rank Bard's Tale I Combat positions: Front rank (melee, takes hits first) and back rank (ranged/magic, protected). Party leader assigns positions.
Adventurer's Guild party board Bard's Tale I Looking for Group board at the Adventurers' Guild. Post: "Looking for healer for Catacombs run" or "Need tank for guild raid." Players apply, leader accepts.
Group bonuses MMORPGs Party of 2: +10% XP. Party of 3: +20% XP. Party of 4: +30% XP. Encourages grouping without making it mandatory.
NPC party members Bard's Tale I Hire mercenaries from the inn to fill empty party slots. Cost gold per adventure. Lower stats than players, no special abilities. Better than nothing for solo players attempting hard content.
Raid content MMORPGs Guild raids: 6-12 players in an instanced dungeon. Boss mechanics require coordination. Weekly lockout. Best loot in the game.

Races (Conservative)

Drawing from all fantasy settings but keeping it traditional:

Race Bonus Penalty Lore
Human +Charisma, adaptable None (jack of all trades) Most numerous. Run the City Watch, merchant houses, and government.
Dwarf +Constitution, +Smithing -Agility Clan-based hill-dwellers. Run the best forges in the Crafters' Quarter.
Elf +Intelligence, +Perception -Strength Ancient, declining race. Tied to the Old Kingdom's magic. Run the Academy.
Halfling +Agility, +Thievery -Strength Nimble, underestimated. Run the smuggling routes at the Harbor.
Half-Orc +Strength, +Intimidation -Intelligence Marginalized. Often found in the Arena or as mercenaries.
Half-Elf +Charisma, +Magic -Constitution Bridge between human and elven societies. Often diplomats or bards.

Decision: Keep the 6 races from the current design. Conservative, well-understood, no weird ones.

Classes (Conservative)

Class Role Key Abilities Source Inspiration
Warrior Tank / Melee DPS Heavy armor, weapon mastery, shield skills BT1 Warrior, RM Fighter
Rogue DPS / Utility Stealth, lockpicking, poison, backstab (high crit chance) BT1 Rogue, RM Thief
Mage Ranged DPS 4 spell schools (Magician, Conjurer, Sorcerer, Wizard). Switch schools at Review Board. BT1 Magician/Conjurer/Sorcerer/Wizard, RM Essence user
Bard Support / Buffs Bard songs (long-duration buffs), lore skills, social bonuses, minor healing BT1 Bard, RM Bard
Cleric Healer / Support Channeling spells (healing, protection, undead turning), blessings RM Channeling user, D&D Cleric
Ranger Ranged DPS / Survival Bow mastery, tracking, wilderness survival, minor nature magic BT1 Hunter, RM Ranger
Paladin Tank / Healer hybrid Heavy armor + minor healing, undead bonuses, aura buffs BT1 Paladin, D&D Paladin
Monk Melee DPS / Evasion Unarmed combat, high dodge, stunning blows, meditation (mana recovery) BT1 Monk, RM Monk

Decision: 8 classes. The original 6 + Paladin and Monk (both in BT1). Conservative, recognizable archetypes. Each class has a clear role.

Properties & Housing

Mechanic Source Skara Brae Adaptation
Properties Torn City Buy/rent dwellings: Straw bed at inn → Room at boarding house → Apartment → House → Tower. Properties provide: energy recovery rate, storage capacity, crafting station quality, pet stable size.
Upgrades Torn City Upgrade properties: Add a forge (blacksmithing bonus), library (education speed bonus), garden (herbalism yield), wine cellar (entertaining bonus).
Rent Torn City Properties have weekly rent. Fail to pay = locked out (items in storage). Pay back rent to regain access. Permanent ownership available for high gold cost.

Pets & Companions

(Fully designed in Idle Fantasy Inspirations note)

Mechanic Source Skara Brae Adaptation
Collectible pets Idle Fantasy Rare drops from enemies. Provide passive bonuses.
Pet breeding Idle Fantasy Combine pets for rare offspring.
Pet death in PvP Original design Pets can be killed, resurrected at temple. Creates stakes.

Crafting

(Fully designed in Game Concept Overview note)

Mechanic Source Skara Brae Adaptation
23 skills Idle Fantasy Mapped to 5 gathering + 7 crafting + combat + support skills.
Quality rolls Original design Common → Legendary quality tiers with crafting crits (RM-inspired).
Crafting professions Idle Fantasy / RM 12 professions with mastery levels (Novice → Grandmaster).

Quest System

Mechanic Source Skara Brae Adaptation
Main storyline (5 acts) Bard's Tale I Mangar the Dark as antagonist. 5-act progression mirroring BT1's dungeon sequence.
Daily quests Idle Fantasy 3-5 daily quests from NPCs. Quick goals, moderate rewards.
Weekly quests Torn City Larger goals, better rewards.
Cumulative achievements Idle Fantasy "Mine 10,000 ore total" → permanent bonus. Long-term engagement.
Slayer tasks Idle Fantasy Kill-specific-enemy assignments from Captain Rennick or The Beggar King.
Bounty board Torn City Player-posted and NPC-posted bounties on other players.
Riddles and puzzles Bard's Tale I Dungeon-specific puzzles requiring lore knowledge, bard songs, or specific items.

World & Events

Mechanic Source Skara Brae Adaptation
Day/night cycle Original design Compressed clock (1 game day = 4 real hours). Night = stealth bonuses, danger increases.
Calendar events Original design Moonday (magic bonus), Market Day (reduced fees), Arena Day (tournaments).
Seasonal events Torn City Festival of Lights, The Hunt, Mangar's Eve, The Great Market. Each with temporary locations (like Torn's Christmas Town).
Dynamic world events Original design Plague, invasion, festival. City-wide events affecting all players.
Weather RoleMaster Affects combat (rain = ranged penalty, fog = stealth bonus) and gathering (rain = herbalism bonus).

Summary: What Each Source Primarily Contributes

Bard's Tale I — Setting & Structure

  • The city of Skara Brae (setting, districts, key locations)
  • Review Board (leveling, spell learning)
  • Adventurer's Guild (character management, LFG board)
  • Party-based combat with front/back rank
  • Dungeon progression with prerequisites
  • Mangar as antagonist
  • Named locations (Garth's Shoppe, Rakhir Street)
  • Spell schools (Magician, Conjurer, Sorcerer, Wizard → Archmage)
  • Bard songs as buffs
  • Paladin and Monk classes

RoleMaster / MERP — Combat Engine

  • d100 open-ended roll system
  • Critical tables by weapon type (slash, crush, puncture, unarmed)
  • Attack vs. armor cross-reference tables
  • Body part damage with status effects
  • Resistance rolls for magic
  • Concussion hits vs. critical hits
  • Three realms of magic (Essence, Channeling, Mentalism)
  • 10 stats (expanded to fit our 6-stat system)
  • Skill rank progression
  • Brutality: any level can critically affect any level (adapted with caps)

Idle Fantasy — Idle & Progression Mechanics

  • Offline sessions (1-hour cap)
  • Hireable NPC workers (inn system)
  • Pet collection and passive bonuses
  • Guild rank progression (10 ranks with daily tasks)
  • Blessings/church system
  • Slayer tasks
  • Daily + cumulative quest system
  • 23-skill framework (adapted to our profession system)
  • Quality tiers in crafting
  • Provision buying in bulk

Torn City — Economy & Long-Term Engagement

  • Crime → adventure loop with energy system
  • Billions-scale stat growth (BIGINT)
  • Player-driven economy (bazaar, auctions, bank, market)
  • Properties and housing with rent
  • Education system (real-time courses)
  • Casino → inn gambling games
  • Racing → expeditions (timed adventures)
  • Travel to offshore locations
  • Factions → guilds (with territory wars)
  • Companies → clans (economic specialization)
  • Stock market → merchant ventures
  • Bounty system
  • PvP (arena + ambush)
  • Patron subscription (ethical F2P)
  • Community API from day one
  • Seasonal events with temporary locations (Christmas Town)

Open Design Questions

  • Map system: Hybrid recommended (district nav for city, room-by-room for dungeons). Confirm?
  • Clan system: Separate from guilds? One guild + one clan per player?
  • Party size: 2-4 players? Up to 4+2 (4 players + 2 NPCs)?
  • Raid size: 6? 12? For guild raid content.
  • Travel time: 1-4 hours real time for offshore locations? Too long? Too short?
  • Spell school switching: Allow mages to switch schools freely at Review Board, or restrict (cooldown, cost)?
  • Archmage: Cosmetic title + achievement for mastering all spell schools? Or gameplay bonus?
  • Mercenary NPCs: How strong? Flat % of player stats? Fixed stat range by hire cost?