How do you design an RPG system where items, skills, and abilities can change anything? In this talk, Ian Cox of Stoic Studio presents a case study about their use of the Gameplay Ability System (GAS) to create modular, scalable gameplay modifications in their RPG brawler Towerborne.
This session covers practical techniques for mapping RPG elements to GAS primitives; creating perks that can modify anything without overloading designers or programmers; and common pitfalls in RPG perk design with GAS, and how to address them.