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principles [2025/06/17 09:38] – 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 | ||
- | But the main point of this should | + | A good rule of thumb: a character |
- | ====== Skilled ====== | + | --- |
- | But on the other hand, if you are good at something then you should be good at it. Rolling a D20 and having the possibility of rolling a 1 being just as likely as rolling a 20 whether or not you are good at something just feels wrong. | + | |
- | Because of that I am desiring a system that has a bell curve while rewarding the choices the player makes for their character. If they put work into being good at something, that should lead to them being better at it. | + | ### Campaign Length |
- | ====== Classes are too limiting ====== | + | The system should support |
- | As I wrote in the **Why* section of the landing page here, a system of classes limits the possible archetypes that players can choose from. Class systems require the developers to implement the classes, and if a player wants something that hasn't been developed yet, they are out of luck. | + | |
- | A better way to go is to make it so that every player can essentially develop their desired archetype on their own or with the help of their game master. | + | - Campaigns should reach a meaningful conclusion within **4–6 months** |
+ | - Advancement pacing should reflect typical group schedules and attention spans. | ||
+ | - Power progression should feel impactful without requiring years to reach “endgame.” | ||
- | This same logic applies to race/ | + | --- |
- | ====== Levels rarely make sense ====== | + | ## 🔁 Use-Based Progression |
- | If we are getting rid of classes, then that makes levels harder to implement since they have nothing to apply to. | + | |
- | And if we are not using the traditional hit point system, we won't have hit dice or the need to add more HP each level. | + | Character growth should be based on **action, not abstraction**. |
- | ====== Sheet plus Cards ====== | + | - Skills, powers, or traits should improve through **frequent use**, not just generic leveling. |
- | The main character sheet should | + | - Progression |
+ | - The system may include **decay** | ||
- | With a card system players can separate them, keeping a hand of only the cards that are relevant to the current situation. | + | This supports **narrative consistency** and player agency in character development. |
- | ====== Allow for Player Differences ====== | + | --- |
- | While [[research: | + | |
- | ====== Rests should | + | ## 🎲 Bell Curve Over Flat RNG |
- | The Long Rest in traditional D&D resets/ | + | |
+ | 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, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧩 Modular Character Building | ||
+ | |||
+ | Character creation | ||
+ | |||
+ | - 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 | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🗂️ 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, | ||
+ | |||
+ | 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, | ||
+ | - Game masters and players should be able to **swap in alternate mechanics** or **remove unused rules** without breaking | ||
+ | - 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 whatever the system, taking a regular rest should not be a "get out of jail free" card. |