EST. 2026
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VOL. 1 — NO. 36
ARTICLE

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ARTICLE

Job System

5-star prestige tier system and job progression

Overview

Jobs are the core quest structure of Chef RPG. Each session = one complete job from selection through review. Players progress through a 5-star prestige system, unlocking harder jobs with better rewards as their restaurant gains reputation.

Reference: See Decision Log for locked decisions


5-Star Prestige System

Tier Progression

Jobs are organized by restaurant prestige tier, represented by star ratings:

TierRestaurant TypeDescription
1★Food TruckStreet festivals, small private parties, pop-up events
2★Casual DiningCatering events, farmer’s markets, neighborhood restaurants
3★Fine DiningCorporate events, wedding receptions, upscale establishments
4★High-EndVIP galas, celebrity clients, exclusive venues
5★World-ClassRoyal banquets, impossible challenges, legendary cuisine

Progressive XP Curve

Higher tiers take more sessions to unlock, creating a sense of achievement:

  • 1★ → 2★: 1-2 sessions
  • 2★ → 3★: 2-3 sessions
  • 3★ → 4★: 3-4 sessions
  • 4★ → 5★: 4-5 sessions

Total campaign arc: ~10-15 sessions to reach 5-star prestige

(Exact XP/reputation requirements TBD - needs playtesting)

Yield Dice Progression

As your restaurant tier increases, ingredient gathering becomes more efficient:

Restaurant TierYield DiceProgression Benefit
1★ Food Truckd6Base yield (1-6 portions)
2★ Casual Diningd8Better yields (1-8 portions)
3★ Fine Diningd10Great yields (1-10 portions) + Nat 1 milestone
4★ High-Endd12Excellent yields (1-12 portions)
5★ World-Classd12 + 2 (or 2d6)*Maximum yields + prestige

*5★ bonus TBD - needs playtesting

Why this matters:

  • Tangible, immediate reward for progression
  • Simple to understand (bigger dice = more ingredients)
  • Matches RPG conventions (dice progression feels natural)
  • Stacks with success bonuses (+0/+2/+4 from Yes but/Yes and/Nat 20)

→ See Exploration Resolution - Ingredient Yield System for complete yield rules


Grid Scaling by Tier

Job tier determines exploration grid size, directly affecting session length:

TierGrid SizeTotal CardsSession Percentage
1★-2★5x315 cards40/30/15/15
3★5x3 or 5x415-20 cards40/30/15/15
4★5x4 or 5x520-25 cards40/30/15/15
5★5x5 minimum25+ cards40/30/15/15

Key Principle: Percentage-based phase structure (40% Exploration / 30% Cooking / 15% Review / 15% Progression) remains constant. Session length varies naturally by tier.


Face Card Tier System

Suit = Difficulty Tier

Face cards use suit symbolism to represent encounter difficulty, independent of numbered card meanings:

SuitTierDifficulty
♥ HeartsTier 1Easiest
♦ DiamondsTier 2Moderate
♣ ClubsTier 3Challenging
♠ SpadesTier 4Hardest

Face Card Types

Kings = Boss Battles

  • Major combat encounters requiring strategy
  • Often guard required job ingredients
  • Difficulty determined by suit (Hearts easiest → Spades hardest)

Queens = NPC Side Quests

  • Optional objectives with bonus rewards
  • Social or task-based challenges
  • Reward quality scales with suit tier

Jacks = Merchants

  • NPCs offering items, ingredients, or equipment
  • Inventory quality scales with suit tier:
    • ♥ Hearts Jack: Basic items (common ingredients, simple tools)
    • ♦ Diamonds Jack: Better selection (quality ingredients, useful gear)
    • ♣ Clubs Jack: Quality items (rare ingredients, specialized equipment)
    • ♠ Spades Jack: Premium/rare items (exotic ingredients, powerful upgrades)

Face Card Pool by Job Tier

As players progress, they encounter more diverse and challenging face cards:

Job TierFace Card Suits AvailableEncounter Range
1★Hearts onlyTier 1 only
2★Hearts + DiamondsTier 1-2
3★Hearts + Diamonds + ClubsTier 1-3
4★All suitsTier 1-4
5★Heavy Clubs/SpadesMultiple high-tier encounters

Example:

  • A 1★ food truck job might have 1 Hearts King, 1 Hearts Queen, 1 Hearts Jack (all Tier 1)
  • A 5★ world-class job might have 2 Spades Kings, 1 Clubs King, 2 Spades Queens, 1 Clubs Jack (mostly Tier 3-4)

Numbered Cards

Numbered cards (Ace-10) use suit for encounter type:

Key Points:

  • Only face cards use suit for difficulty tier
  • Numbered cards use suit for encounter type (Red = ingredients, Black = encounters)
  • Red cards share the same situation prompts, suit modifies difficulty/context

Difficulty Scaling

Ingredient Quality

Quality scales through player skill, not tier inflation.

  • Higher-tier jobs do NOT automatically provide better ingredients
  • Ingredient quality determined by:
    • Player’s d20 roll (skill)
    • Character bonuses (stats, equipment, upgrades)
    • Card result tables (same across all tiers)

Why this matters: Players feel their progression through improved stats/gear, maintaining challenge at all tiers.

Natural 1 Handling (Milestone Unlock)

Natural 1s are handled differently at 3★+ as a prestige milestone:

1★-2★ Jobs (Beginner):

  • Natural 1 = auto-fail regardless of bonuses
  • You’re still learning, critical fumbles happen
  • Complication table applies

3★-5★ Jobs (Experienced Chef):

  • Natural 1 = complication only if total succeeds
  • Your expertise prevents complete failure
  • Something funny still happens (chaos, mishaps)
  • Maintains comedy without punishing skilled players

Example:

  • 1★ chef with +2 Foraging rolls nat 1 (total 3) → Auto-fail, no ingredient
  • 5★ chef with +8 Foraging rolls nat 1 (total 9) → Success, but ingredient is covered in mud / rival chef saw you / creature attached

Open Design Questions

These require playtesting to validate:

Face Card Count

Option A: Fixed by tier (e.g., 3★ jobs always have 6 face cards) Option B: Percentage-based (e.g., 20-30% of cards are face cards) Option C: Hybrid (percentage base, adjusted by tier/difficulty)

Rewards Scaling

  • How much money/reputation per star rating?
  • Should 5-star review on 1★ job pay less than 3-star review on 5★ job?
  • Or should star ratings be weighted equally across tiers?

Crowd Expectations

  • Do higher-tier jobs have harder review thresholds?
  • Is a 5★ crowd more critical than a 1★ crowd?
  • Or does player skill (dish quality) determine outcome equally?

Job Selection

  • How do players select jobs?
  • Are multiple jobs available per tier?
  • Do jobs unlock progressively or all at once per tier?

What’s Not Yet Designed

  • Job card template: Required dish, location, special requirements, rewards
  • Starter job library: 10 example jobs across genres (fantasy, sci-fi, cartoon)
  • Job unlock system: How jobs become available
  • Exact XP/reputation formulas: How fast progression happens
  • Rewards economy: Money and reputation earned per tier/rating
  • Crowd expectations mechanics: Review difficulty by tier

Next Steps: Design Cooking Phase mechanics to inform job requirements (what dishes look like, what ingredients are needed).