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start [2024/08/07 14:47] – Ron Helwig | start [2025/07/06 17:49] (current) – Ron Helwig | ||
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- | Hello and welcome | + | # Welcome |
- | This is where I will be documenting my vision. I've had the general idea for several years now, but it is finally becoming clear enough to be worth writing down and refining. Eventually this site should become able to be turned | + | This site explores a new way to **create, manage, curate, and play** tabletop RPGs like *Dungeons & Dragons*—but without the baggage of legacy systems. |
+ | |||
+ | I’ve spent years imagining something more flexible, modular, and digital-native. Here, I document that evolving vision. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🔥 What’s | ||
+ | |||
+ | **D&D encourages homebrewing—but only within narrow limits.** | ||
+ | What if we tore down those limits entirely? | ||
+ | |||
+ | - **No fixed classes** — Players build archetypes organically from a modular skill tree. | ||
+ | - **No rigid race lists** — Create species collaboratively with your DM. | ||
+ | - **No baked-in lore** — Languages, gods, and factions belong to the *setting*, not the *system*. | ||
+ | - **No one-size-fits-all ruleset** — GMs curate what works for *their* table. | ||
+ | |||
+ | With modern tools, even radical flexibility becomes manageable. | ||
+ | |||
+ | > _Think “GitHub for RPGs”—but simpler._ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧠 Guiding Principles | ||
+ | |||
+ | The system I’m building | ||
+ | |||
+ | - **Modularity First** – Core rules are minimal. Everything else is optional | ||
+ | - **Lore-Free Core** – Mechanics are cleanly separated from setting. | ||
+ | - **Digital + Physical** – Great tools for online play *and* for print-at-table. | ||
+ | - **Curated Systems** – GMs craft their own rulesets by picking, pruning, and extending modules. | ||
+ | - **Player-Friendly** – Visual cards, simple mechanics, and a smooth learning curve. | ||
+ | |||
+ | See the full list of [Design Principles →](principles) | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧰 Current Goals & Resources | ||
+ | |||
+ | ### 🔧 Active Design Areas | ||
+ | |||
+ | - [Research Tasks](research_todo) — Open questions and inspirations | ||
+ | - [Design Archives](design_archive: | ||
+ | - [System Technical Vision](system: | ||
+ | |||
+ | ### ✅ Todo Lists | ||
+ | |||
+ | - [Other Tasks](other_todo) | ||
+ | - [Configuration/ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📄 Paper-Friendly Tools | ||
+ | |||
+ | - **Character Sheet:** A5 (landscape) – universal layout, no per-character clutter | ||
+ | - **Feature/ | ||
+ | |||
+ | This layout supports both digital and printed play, empowering players | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📌 Why Ditch Classes? | ||
+ | |||
+ | D&D’s class system was elegant in the 1970s. But today? | ||
+ | |||
+ | - It **locks players | ||
+ | - It **requires endless subclasses** just to keep up with creative players. | ||
+ | - It **struggles with edge cases** (like the infamous *Ranger*). | ||
+ | |||
+ | Other systems (like GURPS or Daggerheart) explore alternatives—but none have nailed it *and* stayed accessible. That’s what I aim to fix. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🚧 What’s Next? | ||
+ | |||
+ | This site is a work in progress. As I continue to define | ||
+ | |||
+ | - A complete curated example ruleset | ||
+ | - Printable materials for tables | ||
+ | - A prototype | ||
+ | - Example curated worlds and modules | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🌱 Want to Explore? | ||
+ | |||
+ | Start here: | ||
+ | |||
+ | - [Design Principles](principles) | ||
+ | - [Design Archives](design_archive: | ||
+ | - [Research Tasks](research_todo) | ||
+ | |||
+ | Or dig into [System Technical Vision & Plans →](system:start) | ||
- | [[config_todo]] |