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| rules:what_is_a_rpg [2025/06/25 19:27] – created Ron Helwig | rules:what_is_a_rpg [2025/07/02 18:01] (current) – Ron Helwig | ||
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| # What is an RPG? | # What is an RPG? | ||
| - | Most of you reading this will have a good general | + | Most people |
| - | Since we want this system to be modular | + | This system |
| + | |||
| + | This page explains the **core components** every RPG needs in order to be playable and enjoyable. You don’t need to use every part of the system we offer—many features (like Species, Body Types, Communities, | ||
| + | |||
| + | If you're interested in how to curate or build your own version, see [[: | ||
| + | |||
| + | --- | ||
| ## Core Components of an RPG | ## Core Components of an RPG | ||
| - | ToDo: put in the details | + | Whether you're using this system as-is or crafting your own variant, a viable RPG needs the following: |
| + | |||
| + | ### 1. Conflict Resolution System | ||
| + | |||
| + | At the heart of any RPG is a way to answer | ||
| + | **" | ||
| + | |||
| + | This is where **dice**, **tokens**, or other randomizers come in. They give weight to player choices and resolve uncertainty. | ||
| + | |||
| + | > Imagine a group of kids playing | ||
| + | > _" | ||
| + | > And the other yells back, _"Nuh uh! I was behind a wall!" | ||
| + | |||
| + | Without a shared rule for deciding what actually happens, it quickly devolves into arguing. There' | ||
| + | |||
| + | An RPG needs a system to **settle disputes**, **introduce risk**, and **enable suspense**. It doesn' | ||
| + | |||
| + | ### 2. Character Definition | ||
| + | |||
| + | Every player needs a character with a clear identity—both narratively and mechanically. At minimum, each character should | ||
| + | |||
| + | - A set of **traits or stats** that determine what they can attempt and how good they are at it. | ||
| + | - A way to **improve** over time, reflecting experience or growth. | ||
| + | |||
| + | This could be a full build with multiple modular components (Domains, Species, etc.), or something much simpler—but characters must have **mechanical differentiation**. | ||
| + | |||
| + | ### 3. Narrative Authority | ||
| + | |||
| + | In most RPGs, one person (the **Game Master**) describes the world, plays non-player characters, and decides when to call for rolls. | ||
| + | |||
| + | Even in systems without a GM, someone must: | ||
| + | |||
| + | - **Describe the situation** | ||
| + | - **Call for conflict resolution** when needed | ||
| + | - **Interpret results** and determine what happens next | ||
| + | |||
| + | Without a clear source of narrative authority, the story can't move forward in a consistent way. | ||
| + | |||
| + | ### 4. World Assumptions | ||
| + | |||
| + | A functioning RPG needs shared expectations about the world: | ||
| + | |||
| + | - What genre is this? (Fantasy? Sci-fi? Post-apocalyptic? | ||
| + | - What’s normal and what’s strange? | ||
| + | - What can characters reasonably try to do? | ||
| + | |||
| + | The rules don’t have to provide a fully detailed setting. But players and the GM need a **framework** to make decisions and interpret events. | ||
| + | |||
| + | ### 5. Resource Management | ||
| + | |||
| + | Interesting choices require trade-offs. Whether it' | ||
| + | |||
| + | - Health vs. danger, | ||
| + | - Magic vs. fatigue, | ||
| + | - Time vs. opportunity, | ||
| + | |||
| + | ...players need to **manage limited resources**. These constraints make decisions meaningful, encourage teamwork, and allow for both tension and triumph. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## Optional Tools | ||
| + | |||
| + | Many of this system’s features are useful but not essential. You can safely leave them out, especially if your setting or play style makes them unnecessary: | ||
| + | |||
| + | - **Species**: | ||
| + | - **Body Types**: Flavorful and sometimes mechanical, but optional. | ||
| + | - **Backgrounds & Communities**: | ||
| + | - **Domains**: | ||
| + | - We think **Team Actions** are great, but you might not. | ||
| + | |||
| + | Other features are essential to play, but **can be replaced** with alternatives: | ||
| + | |||
| + | - **Aspects** could be swapped for standard attributes and skill lists (like D&D). | ||
| + | - The **d4 Dice Pool** could be replaced by a **d20 Test**, *Daggerheart’s* **Duality Dice**, or something else. | ||
| + | - **Damage Thresholds** (Serious & Critical), along with HP and Stress, could be replaced by simpler or more abstract durability systems. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## Final Thought | ||
| + | |||
| + | At its core, an RPG is a structured conversation about imagined events. Players describe what their characters do. The GM (or rules) respond. Dice (or other tools) introduce uncertainty. | ||
| + | |||
| + | This structure only works when there’s a **shared understanding** of how to make decisions, resolve actions, and move forward together. | ||
| + | |||
| + | So curate boldly—but don’t forget the **pillars** that hold the system up. | ||
