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principles [2025/06/17 00:04] – Ron Helwig | principles [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' | + | Core mechanics should |
- | ====== Not Afraid | + | - 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, | ||
- | If you are an adult and you think adding a small handful of single digit numbers together is a chore, you really need to grow up. Math is a basic function of everyday life. | + | Lore belongs in **separate supplements**, not the core rules. |
- | And if you are still a kid you probably could use more practice. | + | --- |
- | The idea that a little bit of math that any competent adult should be able to do nearly instantly in their head is an issue is just ridiculous. | + | ## 🧠 Not Afraid |
- | ====== Campaign Length and Character Complexity ====== | + | Mathematics—especially basic arithmetic—is a **valuable part of play**. |
- | I am coming to believe that most people these days conceive of D&D campaigns that are too long. Characters advancing | + | - Simple calculations keep gameplay fast and reinforce life skills. |
+ | - Players, including kids, benefit from practicing math through | ||
+ | - Systems should not fear a little math in the name of smoother mechanics or deeper decision-making. | ||
- | So I am thinking that character advancement to maximum abilities | + | Mechanics |
- | 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' | + | --- |
- | ====== Proficiency ====== | + | ## 📈 Manageable Complexity with Clear Progression |
- | Using a skill should be required for getting better at it. Conversely, if you don't use something you shouldn' | + | ### Character Complexity |
- | It doesn' | + | Character options should be **easy |
- | Perhaps | + | - 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, | ||
+ | |||
+ | A good rule of thumb: | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### 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 | ||
+ | - Dice mechanics should provide **consistent, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧩 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' | ||
+ | - 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' | ||
+ | - Actions or abilities that support allies should feel **fun and worthwhile**, | ||
+ | - Shared resources, combo actions, and reactions can all promote teamwork. | ||
+ | |||
+ | Good systems reward **synergy**, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧭 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, | ||
+ | - 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 | ||
+ | |-------------------------------|--------------------------------------------------------| | ||
+ | | No baked-in lore | Support all settings with neutral core rules | | ||
+ | | Math is good | Encourage fast, simple arithmetic for smoother play | | ||
+ | | Complexity scales | ||
+ | | Use-based growth | ||
+ | | Reward expertise | ||
+ | | Modular characters | ||
+ | | Clean reference | ||
+ | | Team-focused | ||
+ | | Full gameplay support | ||
+ | | Growth via mastery | ||
+ | | Modular system | ||
+ | | Realistic recovery | ||
+ | | Structured spotlight | ||
- | But the main point of this should be that proficiency should not be an overall effect. We should be aiming to get rid of it altogether. |