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principles [2025/06/16 23:48] Ron Helwigprinciples [2025/07/04 00:23] (current) – Rewrote with updated style, edited for consistency Ron Helwig
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-This is a place to toss principles I think of until I can place them better.+# Principles
  
-====== No Lore ======+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.
  
-The rules for a general RPG should have no lore in them. Most RPG lore is just something that some people made up, and in order to really get into it you first have to learn the lore that some rando thought up.+---
  
-But RPGs are all about the **players** creating a story. They, in concert with the game master, should be the ones coming up with the lore.+## 📚 No Lore in Core Rules
  
-This doesn't mean that there can'be //any// lore, just that it shouldn't be part of the game's rules. In fact, having separate lore/world documents available for those who want or need it is fine. There might even be a market for fans to contribute their own.+Core mechanics should be **free of setting-specific lore**.
  
-====== Campaign Length and Character Complexity ======+- 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.
  
-I am coming to believe that most people conceive of D&D campaigns that are too long. Characters advancing through twenty levels and campaigns lasting years can make for great videosbut most people don't have the time for that. And all the abilities and spells that characters can have at the higher levels is overwhelming for most people.+Lore belongs in **separate supplements**not the core rules.
  
-So I am thinking that character advancement to maximum abilities should take around 6 months of active regular play. That is something people are more likely to be able to handle.+---
  
-I am also thinking that the amount of abilities should be much more manageable. In my current D&D classes I have been printing out cards for each of a character's abilities, and for some characters they have several dozen cards. That is way too much to choose from during gameplay, so another goal is to make the ability/skill system such that even if they have a lot of choices when creating and growing their character, they never have more than about a dozen abilities.+## 🧠 Not Afraid of Math
  
-====== Proficiency ======+Mathematics—especially basic arithmetic—is a **valuable part of play**.
  
-Using a skill should be required for getting better at itConverselyif you don't use something you shouldn't be getting better at itIn practice this means that something like a proficiency bonus should be tied to each individual feat/skill, and should only be increased when that has been used significant amount.+- Simple calculations keep gameplay fast and reinforce life skills. 
 +- Playersincluding kids, benefit from practicing math through play. 
 +- Systems should not fear little math in the name of smoother mechanics or deeper decision-making.
  
-It doesn't make sense that rogue that never uses their Sleight of Hand skillfor examplewould ever get better at itIn factit might make sense that something they have proficiency bonus in but they never usemight get that bonus reduced - but I would limit that to maybe one point and only over a long period of time.+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: 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 **actionnot abstraction**. 
 + 
 +- Skillspowers, 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 single d20) allow unskilled characters to succeed too often and experts to fail too frequently. 
 +- Dice mechanics should provide **consistentpredictable 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 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              |
  
-Perhaps the number of times you use a skill required to advance proficiency is tracked exponentially.