The way I'd currently represent that would be each that connections would be a trait, with a set of sub traits representing each point of connections, each of which would have an attribute explaining who the connection represents. Sound feasible?

Hierarchic representations might make sense, but I want to avoid trying to push too much system-specific logic into the data structure, and that really doesn't seem like a terribly good fit for White Wolf and other trait-based (using a different definition of traits ;-) systems. Also, Prestige classes are often semantically based on existing classes, but in game terms, they've only got dependencies, not any actual subclassing-type behavior.

That would be helpful... I've been coming at it from the description language end, but I'd be interested to see what someone else made of it from the Perl end.

for(split(" ","tsuJ rehtonA lreP rekcaH")){print reverse . " "}print "\b.\n";

In reply to Re^2: RFC: RPG ;-) by pobocks
in thread RFC: RPG ;-) by pobocks

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