Real-life RPG

A real-life RPG where level 99 means 1,500 hours

In a role-playing game you grind a skill from 1 to 99 and the number tells everyone what you put in. LVL 99 IRL does the same with the skills you have off the screen: piano, the gym, cooking, a language, your side project.

The Skills grid: every skill with its own level
The Skills grid: every skill with its own level

How real effort becomes a level

Every session you log turns into XP at about 1 XP per minute of real effort. A session of something that isn't measured in minutes, like a finished book or a race, is worth the minutes it really stands for. XP climbs one shared curve from level 1 to 99, the same curve for every skill, so a level means the same amount of work whether it's piano or powerlifting.

LevelHours of real practiceWhat that feels like
10about 2 hYou've started and you know the basics exist
20about 12 hThe first real skills: a song, a 5 km run, a dish you're proud of
30about 42 hA committed beginner, past the point most people quit
40about 99 hSolid foundations; friends notice
50about 193 hA serious hobbyist
60about 334 hGood: you perform, compete or get paid now and then
70about 530 hVery good
80about 792 hAdvanced, years of steady work
90about 1,127 hExpert territory
99about 1,500 hThe top of the curve

Early levels come fast, so the first week feels like progress. Later levels take real seasons of work, exactly like the late game of an old-school RPG. Nobody can buy a level, and nothing levels up for you.

Quests that are real milestones

Each skill has a ladder of quests that open as your level climbs. They're things worth doing in real life: Your first piece, both hands, start to finish for piano, Run 5 km without stopping for running, A 5-minute conversation with a native speaker for a language. Some quests need gear first, and some gear only opens after a quest, so a skill grows like a story instead of a counter.

Past level 99 sits a Grandmaster quest for every skill: something close to impossible, like performing La Campanella or a marathon under 2:30. It's there so the game never runs out of road.

Coins, gear and rewards you set yourself

Practice also earns coins. The rewards are things you'd really buy: a better camera body, a block of lessons, a trip. A reward unlocks only when three things agree: your skill level, your coins, and, if you want, the real money you've put aside. It turns "I'll buy it when I deserve it" into a rule you can see.

A Game Master who reads your week

Once a week an AI Game Master looks back at what you logged and writes a short review, with bounties for the week ahead. He proposes and encourages; he never changes your numbers. Only logged effort moves XP.

Nothing you earn is taken away

A quiet month doesn't delete your progress. Levels come from the XP you've logged, and that XP stays. Weekly targets reward showing up, and a missed week only slows the next sessions a little until you're back.

Start with three skills, free. Your levels are yours forever.

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