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Card · ST-18

Crafting / Recipe System

VI – Social Order (semantically: composition/development; context-dependent)

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Card

Crafting / Recipe System

Ludic Organisational Structure · VI – Social Order (semantically: composition/development; context-dependent) production · Tipping potential: medium

Crafting/Recipe orders through composition: combination possibilities and their results define a design space that agents open up through knowledge, experimentation and resource gathering. Context-dependent.

Design question – How do agents in your game combine materials by recipe to create new items?

Reference example – Minecraft: how the ingredients are arranged on the crafting table decides what is made. Zelda: Breath of the Wild: combining ingredients discovers dishes that warm, speed up or heal. Potion Explosion: every potion requires a specific mix of ingredient marbles.

Ordering domain

Orders the composition of materials into new items through a recipe design space.

Emergent behaviour

The tool chain (better tools enable better tools), bottlenecks in rare materials, wear that sets the chain back, and recipe knowledge as a lead.

Core Mechanisms

  • Conversion (MEC-03) – Input materials → output item.
  • Matching (MEC-31) – Recipe: which combination yields what?
  • Selection (MEC-07) – which recipe to pursue?

Dynamic Mechanisms

  • Experimentation (MEC-29) – discover new recipes by trial.
  • Revelation (MEC-18) – recipes are unlocked / found.
  • Accumulation (MEC-02) – Material gathering.
  • Progression (MEC-15) – higher crafting tiers → more complex recipes.
  • Production (MEC-01) – crafting as specialized Production.

Feedback architecture

  • positive – Tool chain: tools → more efficient gathering → more material → better tools. (Progression)
  • negative – Wear: resource scarcity and decay (tools break) dampen it. (Decay)

Design parameters

  • Recipe visibility – all known (checklist) ↔ hidden (through experiment)
  • Combination freedom – fixed recipes ↔ freely combinable (emergent)
  • Material variety – few types ↔ dozens of materials
  • Crafting determinism – deterministic ↔ stochastic (quality varies)
  • Tool durability – permanent ↔ limited wear

Risk profile

  • Runaway leader – medium
  • Kingmaking – low
  • Stagnation – high
  • Complexity ceiling – medium

Compatible with

Tension with

Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
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