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:
| Tier | Restaurant Type | Description |
|---|---|---|
| 1★ | Food Truck | Street festivals, small private parties, pop-up events |
| 2★ | Casual Dining | Catering events, farmer’s markets, neighborhood restaurants |
| 3★ | Fine Dining | Corporate events, wedding receptions, upscale establishments |
| 4★ | High-End | VIP galas, celebrity clients, exclusive venues |
| 5★ | World-Class | Royal 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 Tier | Yield Dice | Progression Benefit |
|---|---|---|
| 1★ Food Truck | d6 | Base yield (1-6 portions) |
| 2★ Casual Dining | d8 | Better yields (1-8 portions) |
| 3★ Fine Dining | d10 | Great yields (1-10 portions) + Nat 1 milestone |
| 4★ High-End | d12 | Excellent yields (1-12 portions) |
| 5★ World-Class | d12 + 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:
| Tier | Grid Size | Total Cards | Session Percentage |
|---|---|---|---|
| 1★-2★ | 5x3 | 15 cards | 40/30/15/15 |
| 3★ | 5x3 or 5x4 | 15-20 cards | 40/30/15/15 |
| 4★ | 5x4 or 5x5 | 20-25 cards | 40/30/15/15 |
| 5★ | 5x5 minimum | 25+ cards | 40/30/15/15 |
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:
| Suit | Tier | Difficulty |
|---|---|---|
| ♥ Hearts | Tier 1 | Easiest |
| ♦ Diamonds | Tier 2 | Moderate |
| ♣ Clubs | Tier 3 | Challenging |
| ♠ Spades | Tier 4 | Hardest |
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 Tier | Face Card Suits Available | Encounter Range |
|---|---|---|
| 1★ | Hearts only | Tier 1 only |
| 2★ | Hearts + Diamonds | Tier 1-2 |
| 3★ | Hearts + Diamonds + Clubs | Tier 1-3 |
| 4★ | All suits | Tier 1-4 |
| 5★ | Heavy Clubs/Spades | Multiple 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:
- ♥ Hearts: Ingredient gathering situations - easier/safer (see Red Cards - Ingredients)
- ♦ Diamonds: Ingredient gathering situations - harder/riskier (see Red Cards - Ingredients)
- ♠ Spades: Social encounters (see Spades Table)
- ♣ Clubs: Environmental events (see Clubs Table)
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).