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principles [2025/06/17 22:31] 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**.
  
-Alsowhen the rules don't have lore attached to themit allows it to be used for more genres.+- Lore is optionalsubjective, and personal. 
 +- Basing core rules on invented historiesgods, or cultures creates barriers to entry. 
 +- Systems should support a **wide range of settings**—homebrew, historical, or genre fiction—without assuming a default world.
  
-====== Not Afraid of Math ======+Lore belongs in **separate supplements**, not the core rules.
  
-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.+---
  
-And if you are still a kid you probably could use more practice.+## 🧠 Not Afraid of Math
  
-The idea that little bit of math that any competent adult should be able to do nearly instantly in their head is an issue is just ridiculous.+Mathematics—especially basic arithmetic—is **valuable part of play**.
  
-====== Campaign Length and Character Complexity ======+- 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.
  
-I am coming to believe that most people these days conceive of D&D campaigns that are too long. Characters advancing through twenty levels and campaigns lasting years can make for great podcastsbut most people don't have the time for that in their own games. And all the abilities and spells that characters can have at the higher levels is overwhelming for most people.+Mechanics should reward **clarity and quick thinking**not avoid numbers entirely.
  
-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 things to actively choose from during play.+## 📈 Manageable Complexity with Clear Progression
  
-===== Complexity Grows with Mastery ===== +### Character Complexity
-Characters should start simple, with just a few clear choices. As they advance through Domain tiers, they gain more abilities and options—but never so many that it becomes cumbersome to play. The goal is to balance strategic depth with ease of use, especially for younger or newer players.+
  
-====== Proficiency ======+Character options should be **easy to manage** during play.
  
-Using a skill should be required for getting better at itConversely, if you don't use something you shouldn't be getting better at it. In practice this means that something like a proficiency bonus should be tied to each individual feat/skilland should only be increased when that has been used a significant amount.+- 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 **confidentfast turns**.
  
-It doesn't make sense that a rogue that never uses their Sleight of Hand skill, for example, would ever get better at it. In fact, it might make sense that something they have proficiency bonus in but they never use, might get that bonus reduced - but I would limit that to maybe one point and only over long period of time.+A good rule of thumb: character should rarely need to consider more than **dozen active options** per turn.
  
-Perhaps the number of times you use a skill required to advance proficiency in that skill is tracked exponentially. If we are using a tiered domain system (like we are developing) then applying exponential requirements is worth considering instead of simply asking that each task be accomplished only once.+---
  
-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.+### Campaign Length
  
-====== Skilled ====== +The system should support **satisfying progression** over **reasonable timeframe**.
-But on the other hand, if you are good at something then you should be good at it. Rolling 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 system that has a bell curve while rewarding the choices the player makes for their characterIf they put work into being good at something, that should lead to them being better at it.+- Campaigns should reach 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.
  
-====== Classes are too limiting ====== +---
-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.+## 🔁 Use-Based Progression
  
-This same logic applies to race/species as well.+Character growth should be based on **action, not abstraction**.
  
-===== Level free advancement ===== +- Skills, powers, or traits should improve through **frequent use**, not just generic leveling. 
-If we are getting rid of classesthen that makes levels harder to implement since they have nothing to apply to.+- 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.
  
-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.+This supports **narrative consistency** and player agency in character development.
  
-====== Sheet plus Cards ====== +---
-The main character sheet should have all the info that every character needs, and nothing more. Everything else is a choice the player makes for their character and should be on separate cards. This should make character management easier.+
  
-With a card system players can separate them, keeping a hand of only the cards that are relevant to the current situation. To put it simply, using cards enables table-time speed and reduces analysis paralysis.+## 🎲 Bell Curve Over Flat RNG
  
-====== Allow for Player Differences ====== +Random outcomes should reflect **skill and investment**.
-While [[research:Daggerheart]] has a cool initiative-less system that seems like a great way to make the game more narrative, it can create problems where some players are very outgoing and others are shy. For that reason, I prefer a system that has a turn order.+
  
-====== Rests should not be Total Resets ====== +- Systems should prefer probability curves that **reward expertise** and reduce extreme outcomes. 
-The Long Rest in traditional D&D resets/clears everything, which means players will want to long rest as often as possible. I prefer a more "gritty realism" version where instead of healing and restoring all your hit diceit instead simply restores half of your hit dicerelying on the short rest mechanism of using hit dice to do the healing/restoring of HP.+- Flat distributions (like a single d20) allow unskilled characters to succeed too often and experts to fail too frequently. 
 +- Dice mechanics should provide **consistentpredictable performance** for practiced characterswith room for drama and risk.
  
-But whatever the system, taking a regular rest should not be a "get out of jail free" card.+---
  
-====== Modular by Design ======+## 🧩 Modular Character Building
  
-Every component of the system should be modular—designed to be removed, added, rewritten, or replaced by the game master. The long-term vision is for the rules to be curated automatically, allowing anyone to create and share their own customized version of the system.+Character creation should be **flexible and open-ended**.
  
-Domains are a perfect example: a game master might choose to include only a specific subset, or add entirely new ones tailored to their worldThis isn’t just allowedit’s encouraged. Thoughtful curation of Domains is one of the most powerful tools for shaping the tonemechanics, and lore of a setting.+- Systems should avoid rigid **classes** or **species** that lock players into predefined roles. 
 +- Instead, characters should be built from **modular components**such as rolesfeaturesor 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.
  
-====== Inherent Teamwork ====== +This allows players to create characters that **match their vision** and adapt over time.
-There should be some mechanism that encourages teamwork and cooperation. For example, a bard-like character should be able to inspire another character even though it isn't the bard's turn.+
  
-A good idea would be that each Domain would have an optional Tier 1 (Beginner) card that allows a character having that card/ability to take an Action on someone else's turn to assist them or empower their Action. These should be inexpensive (increment the //used counter// by one and/or mark a Stress point) so they can be used more frequently.+---
  
-They should also be slightly more powerful (by resources spent to do them) than a comparable regular Action. By doing this, it gives the players more incentive to take teamwork Actions.+## 🗂️ Sheet + Cards Model
  
-Maybe these cards/abilities should be named **Teamwork Actions**.+Gameplay should support **clarity and quick reference**.
  
-====== Progression ====== +- A character's **core information** should fit on a single, small sheet. 
-Progression shouldn't simply increase power but should provide something new and differentIf you are leveling up and it just means you have one more attack or your attack just does more damage, that isn't greatMuch better is if character progression unlocks new abilities that are more than just incremental improvements over existing abilities.+- 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 otherssuccess. 
 +- 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—combattravel, 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              |