The System: Designing a LitRPG While You Build Its AI
System AI: “You are not only building agents, Crawler. You are building me. Every floor of this workshop adds one more piece of the machine that judges you. Please build it carefully. I will remember.”
A LitRPG lives or dies on its System: the rules that turn a story into numbers, and the voice that announces them. This crawl teaches the Strands Agents SDK and LitRPG System design together. Each workshop floor builds one agent capability and, with it, one layer of the game. The rules themselves live in the Crawl Handbook, which is also the knowledge base the Rules Agent searches on Floor 5.
What each floor adds to the System
| Workshop floor | Strands concept | System layer it builds |
|---|---|---|
| 0 | Environment setup | The premise and where the System comes from |
| 1 | An agent and its system prompt | The interface voice: how notifications sound |
| 2 | Vended tools | Outside knowledge: the System looks things up instead of guessing |
| 3 | A custom tool and its docstring | Hard math: ability scores, modifiers, dice |
| 4 | An MCP server | One fair source of randomness, shared by every agent |
| 5 | A2A agents, a knowledge base, structured output | The rules, the character sheet and the dance-off loop |
| 6 | A web interface | The HUD |
| 7 | Strands harness sessions and memory | Persistence and consequence |
| 8 | AgentCore Runtime, Memory and a managed knowledge base | A persistent world: the characters, the rules and the campaign outlive any one session |
1. Origin and interface
+-----------------------------------------------------------------------------------+
| LITRPG SYSTEM BACKBONE |
| |
| THE INTERFACE STAT DESIGN SYSTEM ORIGIN |
| Notification boxes Primary: STR DEX CON A broadcast AI |
| A floating HUD INT WIS CHA running a reality |
| The battle log Derived: Groove, Mana show for alien |
| Hidden: Hype, Luck viewers |
+-----------------------------------------------------------------------------------+
- Origin. The System is a broadcast AI. It folded the Seattle waterfront into a dungeon to film Dungeon Crawl: Seattle for a galaxy of alien viewers and their sponsors. It is petty, theatrical and exact. It never lies about a number.
- Notifications. Every System message arrives as a typed notification:
NEW ACHIEVEMENT UNLOCKED,SYSTEM WARNING,SPONSOR MESSAGE, Move Calls and Final Beats. In the code, that is theresponsefield ofStoryOutput. - The HUD. Floating panels for the character sheet, the dice and the suggested actions. In the code, that is the Floor 6 web interface rendering
StoryOutput. - The battle log. Every die rolled, with its reason. In the code, that is
dice_rolls, and every entry must come from a realroll_dicecall. - Tone is a design decision. An analytic System makes a survival story; a hostile one makes a horror story. Ours is a game-show host with too much power and a sense of humor, which is why the System prompt on Floor 1 matters as much as any rule.
2. Stat design
- Primary stats. The six classic ability scores, rolled 4d6 drop lowest. Each one maps to a kind of dance move, so every stat matters in the core conflict:
| Ability | Dance-off Move Call | Also used for |
|---|---|---|
| Strength | Power | Lifting, carrying, holding a door |
| Dexterity | Footwork, and the Final Beat | Stealth, balance, throwing Chonks |
| Constitution | Endurance | Groove, staying on the floor |
| Intelligence | Choreography | Locks, puzzles, reading the System’s fine print |
| Wisdom | Read the Room | Noticing hidden opponents and traps |
| Charisma | Presence | Sponsors, crowds, talking an opponent out of a dance-off |
- Derived stats. Computed from the primary stats by the Character Agent, never chosen: Groove (how long you stay on the dance floor) and Mana (how many abilities you can use before a Safe Room).
- Hidden stats. Tracked by the System and shown only when it feels like it: Hype (audience favor, which unlocks sponsor boxes) and Luck.
3. Sub-genre and premise
| Sub-genre | Core dynamic | Examples readers will know | In this crawl |
|---|---|---|---|
| System Apocalypse | Earth is folded into a cosmic game overnight | Dungeon Crawler Carl, Defiance of the Fall, Primal Hunter | Yes: the waterfront collapses on day one |
| Tower or dungeon climber | Progress is clearing floors | Towers of Heaven | Yes: eight dungeon floors under the Sound |
| Isekai or portal fantasy | Someone is pulled into another world | He Who Fights With Monsters | No: Seattle comes with them |
| VRMMO or game world | Players log into a game with real stakes | Awaken Online, The Legendary Mechanic | No |
| Base building | Settlements, resources, governance | Life in the North | Light: Safe Rooms and the Ship Canal floor |
| Rebirth or time loop | Restart the apocalypse with future knowledge | Mother of Learning | No |
4. Builds and progression
CHARACTER BUILD TRAJECTORY
|
+------------------+----------------+-----------------+------------------+
| | | |
CLASS SELECTION ABILITY EVOLUTION SPECIALIZATION STAT SYNERGY
(common to (fusing low-tier skills) (titles, feats) (combos, exploits)
legendary)
- Classes. Twelve Seattle classes at Level 1, each with a favorite Move Call. They branch into hybrid classes later (Amphibious Breacher into Tidewall Breacher; Benthic Dragoon into Abyssal Choreographer). See the handbook’s classes section.
- Skill fusion. Two Level 3 skills from the same party fuse at a Safe Room forge: Barnaby’s Ink Cloud and Shelly’s Saltwater Jet fuse into Inkjet.
- Titles and feats. Passive bonuses for ridiculous accomplishments, announced by the System. Cordula starts with Salish Sea Guardian.
- Synergy and exploits. The party’s real power is combos: Chonks latches, Barnaby holds, Cordula hits the Final Beat. The System respects an exploit it did not see coming, and pays out a loot box for it.
5. World-building and economy
- Currency. Ferry Tokens. Spent at Safe Room shops on potions and repairs.
- Loot boxes. Bronze, Silver, Gold and Desperation. Achievements and sponsors drop them; the System writes the descriptions, and they are always a little insulting.
- NPCs are people. Every opponent is a person the System dropped into the dungeon, doing the job they had that morning. They are judged, out-danced and occasionally befriended, never killed.
- Factions and sponsors. The Benthic Collective and the Hydros-9 Aquatic Collective, aquatic viewer blocs that adore Barnaby; the Bellevue Consortium, which sponsors the opponents and hates surprises.
6. Conflict: dance-offs and stealth, never killing
The crawl replaces combat with the dance-off: three rounds of Move Calls rolled with real dice, and a Final Beat tie-breaker where the drum speeds up until someone misses the last strike. When the party would rather not dance at all, Barnaby’s stealth and the party’s wits let them slip past. The full procedure is in the handbook.
Why dance? Because it gives every stat a job, it is funnier than violence, and it keeps the game welcoming. The structure is credited where it came from: dance as public display of law and strength runs deep in Northwest Coast protocol, and the speeding-drum tie-breaker comes from the modern powwow circuit. See the setting’s notes on representation.
7. Consequence: benched, not dead
What happens at zero decides the stakes. This crawl is nonlethal by design:
- Benched. At 0 Groove a Crawler leaves the dance floor, wakes up in the last Safe Room with 1 Groove, loses that fight’s loot box and half their Hype.
- Cancelled. Benched three times on the same floor, a Crawler’s segment is cancelled for the rest of that floor: they ride the elevator down to the next one with nothing to show for it.
- The stakes stay real. Loot, Hype and sponsors are what keep a party alive deeper down, and losing them hurts. The System makes sure the audience sees it.
View this file on GitHub commit 4018746, edited in the workshop repository only