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- | ====== Site Home ====== | + | # Welcome to My RPG Design Project |
- | Hello and welcome to my exploration into the creation of a new way to create, manage, curate, and play RPGs like Dungeons | + | This site explores |
- | This is where I will be documenting my vision. I've had the general idea for several | + | I’ve spent years imagining something more flexible, modular, and digital-native. Here, I document |
- | [[research_todo]] | + | --- |
- | [[other_todo]] | + | ## 🔥 What’s the Big Idea? |
- | [[config_todo]] | + | **D&D encourages homebrewing—but only within narrow limits.** |
+ | What if we tore down those limits entirely? | ||
- | [[rules: | + | - **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. | ||
- | [[system: | + | With modern tools, even radical flexibility becomes manageable. |
- | ===== Why? ===== | + | > _Think “GitHub for RPGs”—but simpler._ |
- | Dungeons and Dragons has always had a base rule that it is intended to be home-brewed. That is, individual Dungeon Masters are encouraged to make the game their own by creating or modifying not only the lore and story, | + | |
- | The original rules had a class & level system, where a player could select one of a limited number of archetypes to base their character on. Over time, as players wanted to play archetypes (and races) that weren' | + | --- |
- | A great example of this is the Ranger. It is one of the most loved archetypes while being one of the least satisfying to actually play. The official rules never quite got the feel of a ranger that players wanted, so homebrewing the class is very common. | + | ## 🧠 Guiding Principles |
- | So too with races. There are now dozens of races available, but there can always be more. Some of the races are tied into the lore and worlds, making them unsuitable for many worlds simply due to their being tied to lore that many Dungeon Masters don't include. | + | The system I’m building is shaped by some key beliefs: |
- | Not long after GURPS came around I got excited. I checked it out and while I loved the basic idea the implementation was pretty bad. What we now call D20 Checks | + | - **Modularity First** – Core rules are minimal. Everything else is optional |
+ | - **Lore-Free Core** – Mechanics | ||
+ | - **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, | ||
- | So after several years of thinking about all this I have come around to the idea that classes are the wrong approach. Simply using something like a skill tree would allow players to create whatever archetype they have in mind. Similarly with races, and especially since the rules on race creation in Tasha' | + | See the full list of [Design Principles →](principles) |
- | And with the elimination of classes it also makes sense to get rid of class levels. Does the elimination of class levels mean getting rid of proficiency bonuses? Perhaps they can be separated for each skill/ | + | --- |
- | But all this seems like it would place a ton of work onto a DM's shoulders. That is inherently unworkable - without modern digital tools that is. | + | ## 🧰 Current Goals & Resources |
- | ===== Overall Vision ===== | + | ### 🔧 Active Design Areas |
- | lots more to write... | + | |
- | [[principles]] | + | |
- | I envision a system that has curation as a major part of its mission. That is, Game Masters should be able to freely pick and choose what parts of the game to include. They should be easily able to add their own creations, | + | - [Research Tasks](research_todo) — Open questions |
+ | - [Design Archives](design_archive: | ||
+ | - [System Technical Vision](system: | ||
- | I am imagining it working similarly to how modern source control systems like GitHub work, only a lot more user-friendly. The Game Master should be able to view the rules they have selected in a skill tree format, and prune the branches as they desire. If they add something into the tree, they should be able to publish it so that other Game Masters can add it. | + | ### ✅ Todo Lists |
- | Then, when a Game Master has refined the rules for their campaign, they can publish it, making it freely available for their players. It should be available online as regular web pages, and it could also be available to download as a printable PDF or whatever other formats people find useful. | + | - [Other Tasks](other_todo) |
+ | - [Configuration/ | ||
- | The system should also include a character generation tool that players can use to build their character online, which respects the GM's curated ruleset. There should also eventually be a tool for playing the character that works similarly to D&D Beyond. At the same time, those who want to play with paper characters should also feel welcome. | + | --- |
- | If people use paper character sheets, I am currently envisioning the default format to be something where the main character sheet is an A5 size (210mm × 148mm - landscape) | + | ## 📄 Paper-Friendly Tools |
+ | |||
+ | - **Character Sheet: | ||
+ | - **Feature/ | ||
+ | |||
+ | This layout supports both digital and printed play, empowering players to only carry what they use. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📌 Why Ditch Classes? | ||
+ | |||
+ | D&D’s class system was elegant in the 1970s. But today? | ||
+ | |||
+ | - It **locks players into archetypes** that often don’t fit modern playstyles. | ||
+ | - 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 the system, the following will grow: | ||
+ | |||
+ | - A complete curated example ruleset | ||
+ | - Printable materials for tables | ||
+ | - A prototype of the digital curation interface | ||
+ | - 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: | ||