# story legos

By [smolpp](https://paragraph.com/@smolpp) · 2023-05-11

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the following design is based off [@apolynya’s](https://twitter.com/apolynya) [tweet](https://twitter.com/apolynya/status/1656547517939556352?s=20) describing their story legos concept

description
===========

*   story legos consist of a set of smart contracts/rules that govern how events unfold within a virtual world
    
*   this world could be text based or run on a game engine
    

how
===

*   genesis story seeds the world with characters of varying traits and abilities
    
*   events thereafter are governed via predefined rules that advance the current state towards the next state
    
*   chracters intial traits and abilities are neither good nor bad until the intial event which updates the meta and sets the world in motion
    
*   events can be generated via majority vote or gpt4 call via chainlink vrf seed to update the current story and meta
    
*   the purpose of these lego building blocks is that there can be exponential permutations with how stories unfold with each new lego block introduced
    
*   replay the same “game” but with a different set of initial conditions
    
*   change one small block to completely change the dynamics with how the world unfolds
    

why
===

*   lego blockification enables rapid experimentation
    
*   eg
    
    *   infinite replayability via initial state changes (ideal for tournaments)
        
    *   economic simulation sandbox
        
    *   consensus mech sandbox
        
*   infinite extensibility
    
    *   like what doom [wads](https://en.wikipedia.org/wiki/Doom_modding) (mods) did for games
        
    *   app store did for iphone
        
    *   and what the plugin store will do for chatgpt
        
*   why games?
    
    *   the next big thing will start out looking like a toy - [chris dixon](https://cdixon.org/2010/01/03/the-next-big-thing-will-start-out-looking-like-a-toy)
        
*   thesis
    
    *   future real world economic and governance systems will start as incentivised game experiments (gamefi)
        

event categories
================

there are 3 main categories of events. genesis, 0th and nth events

**genesis**

*   seeds the world and rules that govern how events unfold
    
*   includes
    
    *   initial story
        
    *   intial mint of characters
        
    *   choice of consensus mechs and their rules
        
    *   economic systems, their assets and currencies
        

0th event

*   the first event that defines the intial meta update that defines what traits and abilities have what advantages (and/or disadvantages) within the world and their parameters
    
*   includes
    
    *   rng event that initialises the meta and kicks the world in motion
        
    *   initialises traits and abilities of characters and how strong/weak they are in the world
        
*   eg
    
    *   strength based characters are stronger resource farmers but x% weaker than intel based chars
        
    *   intel based have y% faster walkspeed than strength but z% slower than dex based
        

nth events

*   every other event that unfolds in the world
    
*   decided by predefined rules and consensus mechs (see below)
    
    *   can have totalitarian rule (traditional games)
        
    *   or decentralised/democratised rule (dao based gaming)
        
*   includes
    
    *   meta updates such that players that are performing bad can still catch up and players far ahead can still fall behind
        
    *   generative or predetermined story updates with how the world unfolds (depends on choice of consensus mech)
        
    *   what needs to be built by developers if dao based game
        

components
==========

*   genesis story
    
    *   initial story that seeds the lore and world
        
    *   randomly generated via ai or written by team
        
*   characters (nfts/sbts)
    
    *   playable characters (+npcs?)
        
    *   includes
        
        *   traits and abilities
            
        *   breeds/races
            
*   items
    
    *   wearables
        
        *   can be used to enhance character traits and abilities
            
    *   consumables
        
        *   temporary or permanent boosts but are destroyed upon use
            
    *   non-transferables
        
        *   items can be transferable or non-transferable depending on the desired economics of the game
            
    *   vested items
        
        *   items that are vested upon receiving to introduce more tools for tokenomic system design
            
*   initial mints
    
    *   rngs the initial player set with placeholder traits
        
        *   traits are initialised during the 0th event
            
    *   free, paid, whitelist mints. capped or uncapped
        
    *   mechanisms
        
        *   first come first serve, dutch/batch auctions, lottery
            
*   consensus mechs
    
    *   vote counts
        
        *   1 token 1 vote
            
        *   1 character 1 vote
            
        *   1 level 1 vote
            
    *   systems
        
        *   totalitarian rule
            
            *   single game-master makes decisions (trad games)
                
        *   decentralised
            
            *   majority vote with quorum
                
        *   democracy
            
            *   multisig of designated key holders
                
            *   mechanism to boot and elect new key holders
                
*   economic systems
    
    *   policy mandates
        
        *   price stability or exchange rate stability mandates
            
        *   in a [2015 imf report](https://www.imf.org/external/np/pp/eng/2015/102315.pdf) they recommend low income developing nation countries to _'“set a clear mandate that assigns primacy to the goal of price stability”_
            
        *   sufficiently advanced incentivised game economies are just small nation states
            
    *   capital controls
        
        *   closed or open economy
            
        *   if closed then price or exchange rate stability mandates are not necessary ([refer to trilemma](https://en.wikipedia.org/wiki/Impossible_trinity))
            
    *   currencies
        
        *   fixed or floating peg algo currencies
            
        *   basket of goods based currencies
            
            *   currencies backed by a basket of ingame resources
                
        *   external currencies ie eth, usd
            
*   tokenomics
    
    *   single, dual or multi token ecosystems
        
    *   mechanisms
        
        *   staking, ve(3,3), bonding curve
            
    *   utility
        
        *   governance, ingame money, irl revenue share

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*Originally published on [smolpp](https://paragraph.com/@smolpp/story-legos)*
