Design Goals v0.1


Design Goals

    1. GM 
      1. Minimal preparation
        1. Tables / Wyrd Trees for generation on the fly
        2. Framework for conflicting ideas and player-less conflicts 
          1. These two above are to try to reduce the GM focus/creative load on conflicts not involving player characters.
      2. GM threats increase over the course of a session and a campaign. 
        1. Escalation / XP cards?
          Escalation is tied to player's rewards. Players should want to escalate.
    2. Character Creation
      1. Class-less / Race-less
        1. Players should have more agency in defining what matters to their character. Players should be able to decide what aspects of their character are the most important.
          For example: If their character's culture and/or heritage are important they can choose to put more cards in their deck from their heritage. Conversely if a character's experiences and life story are more important they can choose to put more cards in their deck from their life events.
      2. Characters should be very customizable and grow
      3. Special abilities 
        1. Directly tied to who the character is, what they have done in the past or what they will do in the future. 
          1. This  could maybe be tied to: Professions? Upbringing? Ancestry? Deeds? Destinies?
        2. Special abilities have a cost to use and acquire that pushes the story forward
          1. Use costs:
            Time?
            Escalation / XP Cards
          2. Acquire costs:
            Roleplay?
            Experience?
      4. Clear communication on what is available
    3. Character Progression
      1. Similar to character creation to aid in understanding.
      2. Growth is done in both minor and major increments. 
        1. As opposed to levels where characters gain a large amount of strength out of seemingly thin air
      3. Players are rewarded for escalating the tension of the story.
      4. Clear communication on what is available and how characters will progress
    4. Core Elements
      1. Character vs character conflicts with multiple possible outcomes.
        1. The only outcome of a conflict is not necessarily a violent one. 
      2. Failure has an impact that drives the story forward. 
      3. Cards should be  released as sets, with all cards included, for settings or campaigns etc.
        1. No booster packs or random releases

*Formatting Note: italicized text is additional flavor or commentary on that  goal. 

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