Rarity Game

With loot and its rarity, we have an interesting game mechanic problem, loot should be rare, but loot should be accessible, so it made me start thinking about how does one build it organically up. Inspired by loot, but with a different core mechanic approach. Anyone can create a summoner, there are no limits, it doesn’t cost anything (other than gas). Once per day a summoner can adventure, earning 250xp. Once you have earned the required amount of xp to advance a level, you can level_up. As you level up, you earn feats and spell slots. Once you know the required feats (such as Craft Magic Arms And Armor), know the required spells for the item, and have sufficient xp and gold to spend, you can craft the item and enchantment. These you can then sell on the secondary market. As time progresses there will be more and more crafters, as time moves on, some of them will retire, some might pass on to the next generation, others might be lost in the void.


Expanding Ecosystems

With over 70+ ecosystems actively growing, they are equally deserving of your attention.