Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
start [2025/06/22 15:18] – Ron Helwig | start [2025/07/06 17:49] (current) – Ron Helwig | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | # Site Home | + | # Welcome to My RPG Design Project |
- | Hello and welcome to my exploration into designing | + | This site explores |
- | This site documents my evolving vision. The general idea has been percolating for years, | + | I’ve spent years imagining something more flexible, modular, and digital-native. Here, I document that evolving vision. |
- | ## Todo Lists | + | --- |
- | - [Research Tasks](research_todo) | + | ## 🔥 What’s the Big Idea? |
- | - [Other Tasks](other_todo) | + | |
- | - [Configuration Tasks](config_todo) | + | |
- | ## Sections | + | **D&D encourages homebrewing—but only within narrow limits.** |
+ | What if we tore down those limits entirely? | ||
- | - [Rules](rules: | + | - **No fixed classes** |
- | - [System](system: | + | - **No rigid race lists** |
+ | - **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. |
- | ## Why? | + | > _Think “GitHub for RPGs”—but simpler._ |
- | Dungeons & Dragons has always encouraged homebrewing. The idea is simple: Dungeon Masters should shape the game to suit their worlds—modifying not just lore and stories, but even the **rules**. | + | --- |
- | The original D&D system was built on a **class and level framework**, | + | ## 🧠 Guiding Principles |
- | A great example is the *Ranger*. It’s a beloved concept but has always felt awkward in practice. Despite multiple revisions, many players find the official class unsatisfying—so homebrew variants abound. | + | The system I’m building is shaped by some key beliefs: |
- | The same is true of races. Dozens now exist, but many are deeply tied to specific worlds | + | - **Modularity First** – Core rules are minimal. Everything else is optional and overrideable. |
+ | - **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, and a smooth learning curve. | ||
- | When GURPS came along, I was excited by its modular approach—but | + | See the full list of [Design Principles →](principles) |
- | After years of thinking, I’ve come to believe that **classes are the wrong model**. A **skill tree** system would allow players to define their own archetypes organically. Likewise, official race lists should be replaced by a framework for *creating* races collaboratively with the DM. | + | --- |
- | Without classes, **class levels** also lose their purpose. Should we remove proficiency bonuses too? Maybe. An alternative is to assign proficiency tiers like: | + | ## 🧰 Current Goals & Resources |
- | - Trained | + | ### 🔧 Active Design Areas |
- | - Proficient | + | |
- | - Expert | + | |
- | - Master | + | |
- | Each could grant +2 per tier, or maybe +1d4 per tier, depending | + | - [Research Tasks](research_todo) — Open questions and inspirations |
+ | - [Design Archives](design_archive: | ||
+ | - [System Technical Vision](system: | ||
- | Another key design choice: **Separate lore from rules**. Things like languages should not be hard-coded into the core system—they belong to the campaign setting, not the engine. | + | ### ✅ Todo Lists |
- | This modularity sounds overwhelming—but with modern **digital tools**, it becomes manageable. | + | - [Other Tasks](other_todo) |
+ | - [Configuration/ | ||
--- | --- | ||
- | ## Overall Vision | + | ## 📄 Paper-Friendly Tools |
- | *[More to be written — see: [Principles](principles)]* | + | - **Character Sheet:** A5 (landscape) – universal layout, no per-character clutter |
+ | - **Feature/ | ||
- | The system I envision revolves around **curation**. | + | This layout supports both digital and printed play, empowering players to only carry what they use. |
- | Game Masters should be empowered to choose only the rules and content they want. They should be able to: | + | --- |
- | - Add their own content easily | + | ## 📌 Why Ditch Classes? |
- | - Share it with others | + | |
- | - Override default rules with custom alternatives | + | |
- | Even simple mechanics—like how rests work—should be configurable. There will be a minimal, streamlined **core ruleset**, but everything else should be *default-overrideable*. | + | D&D’s class system was elegant in the 1970s. But today? |
- | I imagine something like **GitHub for RPGs**—but much easier | + | - 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*). | ||
- | A Game Master would: | + | Other systems (like GURPS or Daggerheart) explore alternatives—but none have nailed it *and* stayed accessible. That’s what I aim to fix. |
- | - Browse rule modules as a **skill tree** | + | |
- | - Prune or graft branches | + | |
- | - Add new modules | + | |
- | - Publish their curated ruleset | + | |
- | Once complete, they could publish this ruleset for players in multiple formats: | + | --- |
- | - Web view | + | |
- | - Printable PDF | + | |
- | - Other formats as needed | + | |
- | ### Tools for Players | + | ## 🚧 What’s Next? |
- | There should also be an online **character builder**, aligned with each GM’s curated rules. Eventually, a **player interface** akin to *D&D Beyond* would be ideal—but players who prefer paper sheets should feel equally welcome. | + | This site is a work in progress. As I continue to define the system, the following will grow: |
- | For paper-based players, I currently envision: | + | - A complete curated example ruleset |
+ | - Printable materials for tables | ||
+ | - A prototype of the digital curation interface | ||
+ | - Example curated worlds and modules | ||
- | - **Main character sheet**: A5 size (210mm × 148mm, landscape) | + | --- |
- | - **Features/ | + | |
- | The A5 sheet would contain **only universal elements**—everything character-specific would live on modular cards. | + | ## 🌱 Want to Explore? |
- | --- | + | Start here: |
+ | |||
+ | - [Design Principles](principles) | ||
+ | - [Design Archives](design_archive: | ||
+ | - [Research Tasks](research_todo) | ||
+ | |||
+ | Or dig into [System Technical Vision & Plans →](system: | ||