We also already has something similar to this
But I am not talking about solving tusmego or playing against AIs, and building “kingdoms” out of played games. But the actual abstraction of the strategies in Go into RPG-like system. It’s not about teaching players Go or combined card-game, tabletop games like 烏鷺爭霸,
it’s about introducing skills and terminologies of Go through an abstract RPG, where very casual players who don’t even want to spend time learning or researching can have fun and get some adjacent knowledge, or even feel like they were “skilled players” as they “role-playing”. Some of the whole board principles and directional principles are pretty straight forward, if we can assume any local exchange have similar stone efficiency, or some of the local losses allow gains from other places, or swaps between different values, where different proficiency and skill level let players to be equal locally even if they invest fewer stones in them (that’s how handicap games were won by stronger players, they played less moves but still come out even. And we technically can abstract that.
I’ve been thinking about this for quite some time. A few months ago, it was just about how can I like design a historical RPG games, where players can role-play as historical figures, with very rough big pictures of the games with only key moves needing “decisions”. But after some thought, if we lower the abstraction, and divided the board into regions like we often do with UL, UR, LL, LR, Up, Bottom, Left, Right, and Center, we can introducing many Go terminologies and high-level concepts as RPG elements and beyond just Go-themed RPG.