# Principles This page outlines the **core principles** and **design goals** that should guide the creation of a modular, flexible, and engaging RPG system. These principles can be used to evaluate any ruleset or inform the development of a new one, but we created these to make sure what we developed was what we wanted. --- ## 📚 No Lore in Core Rules Core mechanics should be **free of setting-specific lore**. - Lore is optional, subjective, and personal. - Basing core rules on invented histories, gods, or cultures creates barriers to entry. - Systems should support a **wide range of settings**—homebrew, historical, or genre fiction—without assuming a default world. Lore belongs in **separate supplements**, not the core rules. --- ## 🧠 Not Afraid of Math Mathematics—especially basic arithmetic—is a **valuable part of play**. - Simple calculations keep gameplay fast and reinforce life skills. - Players, including kids, benefit from practicing math through play. - Systems should not fear a little math in the name of smoother mechanics or deeper decision-making. Mechanics should reward **clarity and quick thinking**, not avoid numbers entirely. --- ## 📈 Manageable Complexity with Clear Progression ### Character Complexity Character options should be **easy to manage** during play. - Early characters should start **simple**. - Depth and variety should unlock **gradually** as players gain experience. - In-the-moment choices should be limited enough to promote **confident, fast turns**. A good rule of thumb: a character should rarely need to consider more than **a dozen active options** per turn. --- ### Campaign Length The system should support **satisfying progression** over a **reasonable timeframe**. - Campaigns should reach a meaningful conclusion within **4–6 months** of regular play. - Advancement pacing should reflect typical group schedules and attention spans. - Power progression should feel impactful without requiring years to reach “endgame.” --- ## 🔁 Use-Based Progression Character growth should be based on **action, not abstraction**. - Skills, powers, or traits should improve through **frequent use**, not just generic leveling. - Progression should reflect what the character *does*, not just how long they’ve existed. - The system may include **decay** for neglected abilities or make improvement require **increasing effort** over time. This supports **narrative consistency** and player agency in character development. --- ## 🎲 Bell Curve Over Flat RNG Random outcomes should reflect **skill and investment**. - Systems should prefer probability curves that **reward expertise** and reduce extreme outcomes. - Flat distributions (like a single d20) allow unskilled characters to succeed too often and experts to fail too frequently. - Dice mechanics should provide **consistent, predictable performance** for practiced characters, with room for drama and risk. --- ## 🧩 Modular Character Building Character creation should be **flexible and open-ended**. - Systems should avoid rigid **classes** or **species** that lock players into predefined roles. - Instead, characters should be built from **modular components**—such as roles, features, or abilities—that can be mixed and matched. - Advancement should not require **global levels** but instead come from **unlocking new options** through story, mastery, or training. This allows players to create characters that **match their vision** and adapt over time. --- ## 🗂️ Sheet + Cards Model Gameplay should support **clarity and quick reference**. - A character's **core information** should fit on a single, small sheet. - All abilities, features, and powers should be **separate reference items**—such as cards, tokens, or tiles. - These items should be easy to sort, group, and manage during play. Benefits: - Reduces clutter and cognitive load. - Helps newer players remember and use their features. - Encourages dynamic play without endless page-flipping. --- ## 🧑‍🤝‍🧑 Built-In Teamwork Systems should encourage and reward **cooperation**. - Players should have ways to **act during each other’s turns** or benefit from others' success. - Actions or abilities that support allies should feel **fun and worthwhile**, not like sacrifices. - Shared resources, combo actions, and reactions can all promote teamwork. Good systems reward **synergy**, not just solo optimization. --- ## 🧭 Designed for All Pillars of Play All parts of the system—character abilities, adventures, mechanics—should support: - **Combat & Conflict** - **Exploration & Travel** - **Social Interaction & Roleplay** Players should never feel like they’ve built a character who can only function in one of these areas. Every build should have the tools to **engage in the full game world**. --- ## 🧠 Growth Through Mastery Progression should feel **earned** and **intentional**. - Advancement should depend on **using and mastering existing tools**, not just ticking XP boxes. - Gaining new options should be tied to **meaningful play choices** or player achievement. - Systems should avoid rewarding repetition or spammy tactics. This encourages **engaged and varied play**, not just number-chasing. --- ## ⚙️ Modular by Design All rules should be **modular and replaceable**. - Each subsystem—combat, travel, social, advancement—should work independently. - Game masters and players should be able to **swap in alternate mechanics** or **remove unused rules** without breaking the system. - Modular design also supports **digital or printed curation**, where a group can tailor the game to their needs. A strong system supports customization **by default**. --- ## 🔄 Realistic Resting Recovery mechanics should avoid **full resets**. - Resting should be meaningful and impactful, but not a “get out of jail free” card. - Partial recovery encourages **resource management** and **strategic pacing**. - Short rests should matter; long rests should help but not erase all danger or tension. This supports a **gritty, lived-in world** and prevents abuse of rest cycles. --- ## ⏳ Structured Play for All Personalities Not all players want to fight for spotlight time. - Systems should include **structured turns** or cues that ensure every player has a chance to act. - This supports **introverted players**, those with slower processing speed, and groups with varying experience levels. - Freeform play is still valuable—but **structure builds equity**. --- ## ✅ Summary of Core Goals | Principle | Goal | |-------------------------------|--------------------------------------------------------| | No baked-in lore | Support all settings with neutral core rules | | Math is good | Encourage fast, simple arithmetic for smoother play | | Complexity scales | Easy to start, deep to master | | Use-based growth | Characters get better at what they *do* | | Reward expertise | Bell curve mechanics reflect investment | | Modular characters | Build without rigid classes or levels | | Clean reference | Sheet + card model for clarity and ease | | Team-focused | Encourage cooperation and synergy | | Full gameplay support | All options touch combat, travel, and roleplay | | Growth via mastery | Unlocks tied to meaningful use, not repetition | | Modular system | GMs can swap, edit, or omit without harm | | Realistic recovery | Resting is helpful but not an instant reset | | Structured spotlight | Turn-taking ensures equity and inclusion |