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principles [2025/06/22 15:29] Ron Helwigprinciples [2025/07/04 00:23] (current) – Rewrote with updated style, edited for consistency Ron Helwig
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 # Principles # Principles
  
-This page collects core principles and design goals for the RPG system. These ideas guide the system’s development and ensure long-term consistency.+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 Rules+---
  
-Rules for a general-purpose RPG should be **free of setting lore**. Most lore is invented and subjective, and requiring players to learn someone else's invented setting is a barrier to entry.+## 📚 No Lore in Core Rules
  
-Instead, RPGs should be about **players and game masters creating their own lore**.+Core mechanics should be **free of setting-specific lore**.
  
-This doesn’t mean *nolore should existjust that it shouldn’t be baked into the rules. Separate worldbooks or fan-submitted lore modules are great. Decoupling lore from mechanics also makes the system usable for more genres.+- 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.
  
-## Not Afraid of Math+Lore belongs in **separate supplements**, not the core rules.
  
-If adding small numbers is a burden, that’s not a game problem—it’s a life skill problem.+---
  
-- Adults should be capable of doing basic arithmetic in their heads. +## 🧠 Not Afraid of Math
-- Kids benefit from practicing math through play.+
  
-A bit of math should not be seen as barrier to good design.+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.
  
-Most modern campaigns are **too long** for the average player. Advancing through 20 levels over multiple years works for podcasts—but not for most home games.+Mechanics should reward **clarity and quick thinking**not avoid numbers entirely.
  
-**Design goal**: A character should reach their peak abilities after ~6 months of regular play.+---
  
-Also, ability complexity must be manageable. In my [D&D classes](https://teaching.ronhelwig.com), some characters end up with **dozens of ability cards**. That’s too many for quick, confident decision-making.+## 📈 Manageable Complexity with Clear Progression
  
-We aim for: +### Character Complexity
-- Strategic variety during character growth +
-- No more than **a dozen options** during moment-to-moment play+
  
-### Complexity Grows with Mastery+Character options should be **easy to manage** during play.
  
-Characters should start simple. As players gain experience, their characters gain depth and more tactical optionsThis supports newer players while allowing veterans to enjoy meaningful progression.+- 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**.
  
-## Proficiency Should Be Use-Based+A good rule of thumb: a character should rarely need to consider more than **a dozen active options** per turn.
  
-Proficiency should be earned through **use**, not granted universally. If a character never uses a skill, they shouldn’t get better at it.+---
  
-- Proficiency bonuses should apply to individual abilities or skills. +### Campaign Length
-- Unused proficiencies might even decay slightly over time (though no more than 1 point, and only slowly). +
-- Advancement could be **exponential**—the more advanced you get, the more uses it takes to improve further.+
  
-Ultimately, we aim to **remove global proficiency bonuses** and replace them with **task-specific progression**.+The system should support **satisfying progression** over a **reasonable timeframe**.
  
-## Bell Curve Mechanics Over Flat Probability+- 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.”
  
-The D20’s flat randomness means a skilled character can still fail 5% of the time—and unskilled ones can randomly succeed. That feels off.+---
  
-We prefer mechanics that: +## 🔁 Use-Based Progression
-Use a **bell curve** distribution +
-- **Reward investment and choice** +
-Reflect character expertise with consistent, reliable results+
  
-## Classes Are Too Limiting+Character growth should be based on **action, not abstraction**.
  
-As noted in the [Why section](rules:start#why)class-based systems restrict what archetypes are available.+- 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.
  
-- Players should be free to build the archetypes they envision. +This supports **narrative consistency** and player agency in character development.
-- Rigid classes force developers to guess what players want.+
  
-This applies equally to **races/species**. Instead of predefined lists, we want flexible species creation tools.+---
  
-### Level-Free Advancement+## 🎲 Bell Curve Over Flat RNG
  
-If we eliminate classes, then traditional **levels** no longer make sense.+Random outcomes should reflect **skill and investment**.
  
-No need for hit dice or level-based HP increases +Systems should prefer probability curves that **reward expertise** and reduce extreme outcomes. 
-No predefined “power curve” tied to level+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.
  
-Instead, characters grow through **use, discovery, and deliberate advancement**.+---
  
-## Sheet + Cards Model+## 🧩 Modular Character Building
  
-The main character sheet should contain only **universal info**.+Character creation should be **flexible and open-ended**.
  
-All other abilities and features should be printed on **cards**. This offers several benefits:+- 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.
  
-- Players can sort and group cards based on current context +This allows players to create characters that **match their vision** and adapt over time.
-- Keeps choices visible but not overwhelming +
-- Speeds up gameplay by reducing cognitive load+
  
-## Accommodate Player Personality Differences+---
  
-While systems like [Daggerheart](research:Daggerheart) use freeform, turnless combat, that can **favor extroverted players**.+## 🗂️ Sheet + Cards Model
  
-Instead, we prefer **structured turn order**, which ensures: +Gameplay should support **clarity and quick reference**.
-- Everyone gets a spotlight +
-- Shy or quiet players aren’t overshadowed+
  
-## Rests Should Not Be Total Resets+- 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.
  
-The standard **long rest** in D&D fully resets a character, encouraging constant rest abuse.+Benefits: 
 +- Reduces clutter and cognitive load. 
 +- Helps newer players remember and use their features. 
 +- Encourages dynamic play without endless page-flipping.
  
-We prefer a **gritty realism** model: +---
-Long rests recover only **half** of what short rests use up (e.g. half of the hit dice are recovered) +
-Actual healing happens during **short rests**+
  
-Rest should not feel like a "get out of jail free" mechanic.+## 🧑‍🤝‍🧑 Built-In Teamwork
  
-## Modular by Design+Systems should encourage and reward **cooperation**.
  
-Every component should be **modular and replaceable**.+- 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.
  
-The system is designed with digital **curation** in mind: +Good systems reward **synergy**, not just solo optimization.
-- GMs can swapedit, or remove rules +
-- Custom modules can be published and shared+
  
-**Domains** exemplify this: +---
-GMs can select which to use +
-New ones can be added to reflect the campaign tone +
-Encourages flexible design over rigid canon+
  
-## Inherent Teamwork+## 🧭 Designed for All Pillars of Play
  
-The rules should **encourage cooperation**.+All parts of the system—character abilities, adventures, mechanics—should support:
  
-For example: +**Combat & Conflict** 
-Bard-like characters can act on others’ turns +- **Exploration & Travel** 
-Optional **Tier 1 “Teamwork Actions”** can be added to Domains +**Social Interaction & Roleplay**
-These should cost a small resource (e.g. 1 stress or 1 used action) +
-- Slightly stronger than regular actions to make them appealing+
  
-**Teamwork Actions** should be easy to use and frequently rewarding.+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**.
  
-## Meaningful Progression+---
  
-Progression shouldn’t just increase numbers.+## 🧠 Growth Through Mastery
  
-- Gaining a new ability is more fun than just adding +1 to damage. +Progression should feel **earned** and **intentional**.
-- Leveling should feel like *unlocking new playstyle options*.+
  
-### Mastery-Based Growth+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.
  
-Characters should grow by **demonstrating mastery** of their existing abilities.+This encourages **engaged and varied play**, not just number-chasing.
  
-This encourages players to: +---
-Explore the full toolkit +
-Avoid “spamming” basic attacks +
-Engage more deeply with the system+
  
-## Well-Rounded Character Expression+## ⚙️ Modular by Design
  
-Every source of character options—Domains, species, etc.—should support **all three core gameplay pillars**:+All rules should be **modular and replaceable**.
  
-- **Combat & Conflict** +Each subsystem—combat, travel, social, advancement—should work independently. 
-- **Exploration & Travel** +- Game masters and players should be able to **swap in alternate mechanics** or **remove unused rules** without breaking the system. 
-- **Social Interaction & Roleplay**+- 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**.
  
-This ensures: +---
-Characters feel capable in diverse situations +
-Players can express their character beyond just combat+
  
-Each Domain Tier or feature group should offer a mix of these options—even if players only pick a subset.+## ✅ 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              |