The simplest way to use this as an RPG system seems to me to be coding it—this idea may be more available to me because I’ve recently been learning coffeescript by writing a DnD Pathfinder… engine, I suppose you’d call it. Do you mind if I learn myself a Bayesian implementation by trying out an implementation of your idea? Promise to share if I do.
(I have visions of a web client that handles character creation, feat interaction, spellbooks, permanency of statistics, and combat interaction, with a v2 of persistent campaign environments allowing players to perform limited actions like crafting without DM presence required and allowing people to pursue personal goals outside of session, all with the goal of inverting the standard D&D quote, “Dungeons and Dragons is 20 minutes of fun packed into 4 hours”. This Bayesian RPG idea looks like it could work much the same way, or become the new project if this project becomes uninteresting to me.)
The simplest way to use this as an RPG system seems to me to be coding it—this idea may be more available to me because I’ve recently been learning coffeescript by writing a DnD Pathfinder… engine, I suppose you’d call it. Do you mind if I learn myself a Bayesian implementation by trying out an implementation of your idea? Promise to share if I do.
(I have visions of a web client that handles character creation, feat interaction, spellbooks, permanency of statistics, and combat interaction, with a v2 of persistent campaign environments allowing players to perform limited actions like crafting without DM presence required and allowing people to pursue personal goals outside of session, all with the goal of inverting the standard D&D quote, “Dungeons and Dragons is 20 minutes of fun packed into 4 hours”. This Bayesian RPG idea looks like it could work much the same way, or become the new project if this project becomes uninteresting to me.)