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