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Tome of Requirements

Version: 0.7

Last Update: February 14, 2023

Updated By: Marc Tassin

1 WELCOME TO THE TOME OF REQUIREMENTS


Welcome to the Cool Name RPG Tome of Requirements. The Tome of Requirements defines what success
looks like for the Cool Name RPG project. When we make decisions about the game design, we must keep
these requirements in mind. 1 If a choice helps us to meet the requirements listed here, it is probably a
good choice. If a choice fails to help us to meet these requirements, or even worse, works in opposition
to our efforts to meet these requirements, it is probably a bad choice. 2

1.1 A Living Document


This is a living document. No, that does not mean it is a mimic. 3 As a living document it will change and
evolve over the course of the project. Building a roleplaying game system from the ground up is a highly
complex undertaking, and it is impossible for us to predict every challenge, discovery, or problem we may

1
Nothing in this document should be construed or interpreted as a promise or guarantee in terms of the Kickstarter
deliverables. This document represents our goals and aspirations only, and it is not a description of the final product
or its contents. I mean – you probably knew that already, but we still have to say it.
2
Note that just because something is a “good” choice or a “bad” choice by this definition doesn’t necessarily mean
it’s the wrong choice. This is simply a tool to help us make the best choices.
3
Although, honestly, that would be AWESOME.
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run into along the way. By making this a living document, it provides us with a way to adjust and adapt
our plans based on the flow of the project. 4

1.2 Contents
The Tome of Requirements has the following sections:

• Requirements Lists: This section presents the requirements presented as simple lists.
• Requirements Details: Here you’ll find some additional details that help define the requirement.
• Content Worksheet: This is an evolving list of specific rules, topics, and ideas we want to make
sure we consider during the design process.

4
One does not make such changes lightly. Major changes to requirements often mean soliciting feedback from both
the backers and the Consulting Designers.

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2 REQUIREMENTS LISTS
The following are lists of requirements sorted by type. Each of the requirements listed below are described
in detail in the Requirements Details section.

2.1 Deliverables
Deliverable requirements are related to the content we are delivering to the backers, including what we’re
delivering and when we’re delivering it. Game design choices can have real world deliverable impacts
(especially as it relates to time), so we need to keep these Deliverable requirements in mind throughout
the design process.

• Backers can start downloading incomplete playtest materials by April 2nd, 2023.
• Backers can download the first playtest version of the Basic Rules by Gen Con 2023.
• Backers can download the first playtest version of the Advanced Rules by January 1st, 2024.
• The final versions of the Basic Rules and Advanced Rules are available to ship/download by Gen
Con 2024.
• The Basic Rules have everything you need to make a character and play or run a game or simple
campaign.
• Backers have an easy-to-access and easy-to-use way to discuss Cool Name RPG with other backers
and the Cool Name RPG design team, submit feedback, and post files for review.

2.2 Game Experience


These are requirements related to the general experience of playing a game using the Cool Name RPG
rules. They might seem obvious at first glance, but thinking about how we define these goals (as expanded
in the Requirements Details section) are important to success.

• Playing a game using the Cool Name RPG rules is fun.


• Players can start playing their first game using the Cool Name RPG Basic Rules with very little prep.
• Games played with the Cool Name RPG Basic Rules are fast-paced, simple, and fun for both the
players and the GM.
• Games played with the Cool Name RPG Advanced Rules offer a rich gaming experience that
rewards players for the extra effort they put into the game.
• Any rule/equipment/ability/modifier included in the game must advance our efforts to meet the
requirements outlined in this document.
• Games played using the Cool Name RPG rules are focused on the characters controlled by the
players, their actions, and the outcomes of their actions.
• The Cool Name RPG rules create a living, breathing, evolving sandbox for the players to explore
and interact with.

2.3 Fantasy
Cool Name RPG is a fantasy roleplaying game system. The following are the minimum requirements
necessary to achieve the goal of being a “fantasy” game system. 5

• People and creatures can harness meta-physical powers to create magical effects.

5
Note that the style of play determines the extent to which these things happen in a player’s game. We’re pointing
just out things that the rules must at least support for this to work as a “fantasy” game system.

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• Powers, abilities, and actions that break the laws of physics are possible.
• Fantastic creatures whose physiology and abilities exceed our reality can exist.
• Non-human intelligent species can exist and are playable as characters.
• Items and places may have supernatural abilities, effects, or traits.
• Divine beings can exist and can interact with the game world and its inhabitants.
• Death is not necessarily permanent.
• Ghosts, spirits, and similar entities may exist.
• Multiple dimensions may exist.
• Travel between dimensions may be possible.

2.4 Fifth Edition Considerations


Fifth Edition is the most widely played RPG in the world. One of our overall goals is demonstrate to the
community the cool things we can do when we work together. Since much of the community plays 5E, we
need to take into consideration how we reach that audience.

• If a player has only played 5E they will find it relatively easy to jump in and start playing a game
using the Cool Name RPG rules.
• GMs who have only ever run 5E games, will find it relatively easy to jump in and start running
games using the Cool Name RPG rules.
• Games played using the Cool Name RPG rules have a recognizably different feel from a game
played using the 5E rules.
• It is clear to players how to convert 5E content to the Cool Name RPG rules.
• The tools provided by Cool Name RPG make it relatively simple to convert 5E content to the Cool
Name RPG rules.

2.5 Gameplay
The requirements here get a bit more specific compared to many of the other sections. Of all the sections,
this is the area where we are the most likely to expand the requirements list. The key thing to keep in
mind here, however, is we don’t want to specify what mechanic gets used. Rather, we want to highlight
things the mechanics should facilitate and support.

• The player of a character that has expended their resources, still has a meaningful way to
participate in the game.
• The player of a character that is dead, incapacitated, or otherwise unplayable still has a
meaningful way to participate in the game.
• The game provides a satisfying system of in-game rewards for players who do their best during
the game session.
• Players and GMs can easily figure out how to resolve the most common actions in the game
without looking at the rulebook.
• If a player or GM doesn’t know the rule-as-written needed to resolve an action, the base
mechanics make it easy to make up something on the fly that works well enough.
• The Cool Name RPG rules encourages people to not roll the dice except in situations where it
makes the game measurably more fun.
• The rules for non-violent encounters are every bit as fun and engaging as combat encounters.

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• Players have meaningful ways to contribute to every encounter, even if the situation doesn’t fit
with their character’s skills and abilities.
• It’s not necessary to reference the rulebook to use a power, spell, or ability in a normal way.
• Players and GMs can perform bookkeeping operations (HP/ammo/spell point/condition
management) without disrupting the flow of the game.
• When the Cool Name RPG rules call for a dice roll, rolling the dice increases the fun and excitement
of the challenge.
• The Cool Name RPG rules provide players and GMs with tools that make the games fun at all
stages.
• Balance of player engagement is more important than mechanical balance.
• Efforts to simulate reality with the design of the Cool Name RPG rules must serve the
requirements described in this document.
• Characters, adventures, and any other content created for use with the Basic Rules is completely
compatible with the Advanced Rules without conversion.
• The Cool Name RPG rules support the actions, activities, characters, creatures, and stories
common and necessary for a fun fantasy RPG experience.
• Players could choose to play any type of living creature as their character in a Cool Name RPG
game.

2.6 Gamemastering
These requirements are specific to the needs to the gamemaster and the experience of running a game
using the Cool Name RPG rules.

• The GM has ways to reward players that grows the campaign, not just the characters.
• The GM can easily create an NPC, monster, or other threat on the fly without needing a full set of
statistics/attributes.
• It is clear how to apply modifiers.
• It is easy to select the size of the modifier.
• The rules leave room for the gamemaster to fairly adjudicate situations not covered in the rules-
as-written.

2.7 Customization
In this section we outline the requirements for customizing the rules and creating new content. This
includes not only homebrew creations but the creation of new content by third-party publishers.

• The instructions for making your own rules and content are clear and intuitive.
• If a person follows the instructions, the rules and content they create will not “break” the game.
• A person can easily add or remove rules from the game to tailor the experience to their tastes.
• It is easy to keep track of which rules, content, and options a person is using in their game.

2.8 Third-Party Creations


An important part of the Cool Name RPG is building in support for people to create their own content.
Some of this support is built into the requirements above, but the following represent additional
requirements related specifically to supporting third-party creation.

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• Third-party creators have a clear, irrevocable, royalty free license with which they can create
content using the Cool Name RPG rules in any way they like without restriction.
• Clear design instructions for core content.

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3 REQUIREMENTS DETAILS
In this section we offer additional details that clarify the requirements and offer some thoughts on how
we define success when it comes to meeting these requirements.

3.1 Deliverables
3.1.1 Backers can start downloading incomplete playtest materials by April 2nd,
2023.
• Materials must be testable, but they do not need to be “playable” as part of a complete game
system.
• Downloading should be easy.
• It should be clear at the download site which version of the playtest materials is the most recent
and when it was made available.
• It should be clear to the reader which version of the playtest materials they are looking at.

3.1.2 Backers can download the first playtest version of the Basic Rules by Gen Con
2023.
• This is a complete, playable draft of the Basic Rules.
• This does not need to include final layout and design elements.
• This is not the final content of the document. Content may be added or deleted based on
feedback.
• It should be clear at the download site which version of the playtest materials is the most recent
and when it was made available.
• It should be clear to the reader which version of the playtest materials they are looking at.

3.1.3 Backers can download the first playtest version of the Advanced Rules by
January 1st, 2024.
• This is a complete, playable draft of the Advanced Rules.
• This does not need to include final layout and design elements.
• This is not the final content of the document. Content may be added or deleted based on
feedback.
• It should be clear at the download site which version of the playtest materials is the most recent
and when it was made available.
• It should be clear to the reader which version of the playtest materials they are looking at.

3.1.4 The final versions of the Basic Rules and Advanced Rules are available to
ship/download by Gen Con 2024.
• The final PDF versions of both the Basic Rules and the Advanced Rules will be available for backers
to download by the start of Gen Con 2024, including the Masterwork Upgrade versions.
• Shipping of print copies will, at minimum, have commenced by the start of Gen Con 2024.
• Additional content unlocked in stretch goals but not slated for inclusion in the books may or may
not be ready to ship by this date.

3.1.5 The Basic Rules have everything you need to make a character and play or
run a game or simple campaign.
• Players can make their own characters.

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• Gamemasters can design their own adventures.


• There is enough content (EX: spells, equipment, monsters, etc.) to support an ongoing campaign.
• There is no limit on character advancement outside of those we have chosen to apply to the rules
overall.

3.1.6 Backers have an easy-to-access and easy-to-use way to discuss Cool Name
RPG with other backers and the Cool Name RPG design team, submit
feedback, and post files for review.
• This could be in the form of forums, Discord servers, email groups, dropbox, google docs, DM,
Zoom, or any other tool or combination of tools that best facilitate these sorts of interactions.
• Accessing the selected tools must be free.
• Access to some or all areas of the tool may be restricted to backers, Consulting Designers,
Mechanical Muse team members, or a combination of these.
• The methods for finding, accessing, and using these systems will be well publicized.

3.2 Game Experience


3.2.1 Playing a game using the Cool Name RPG rules is fun.
• When the players finish a game using the Cool Name RPG rules, they want to play more games
using the Cool Name RPG rules.
• The players want their friends to try Cool Name RPG.
• The overall game experience makes the players happy, even if the game includes moments of
fear, tension, frustration, etc.
• The players feel like playing the game was a good use of their free time.
• We should remain aware that “fun” does not necessarily mean “only good things happen” or
“easy.” Exceptionally challenging tasks, hard work, and things that do not end well can all be a lot
of fun under the right circumstances.

3.2.2 Players can start playing their first game using the Cool Name RPG Basic
Rules with very little prep.
• Within 20 minutes of sitting down at the table to learn the Basic Rules and/or picking up Basic
Rules, the players are ready to start playing the game.
• This could require pre-generated characters.
• This means at least a basic set of encounters are included in the Basic Rules that they can play
through.

3.2.3 Games played with the Cool Name RPG Basic Rules are fast paced, simple, and
fun for both the players and the GM.
• This is about how the game feels to the players rather than an objective assessment of the rules
or the time it takes to play.

3.2.4 Games played with the Cool Name RPG Advanced Rules offer a rich gaming
experience that rewards players for the extra effort they put into the game.
• Games using the Cool Name RPG Advanced Rules might not be as fast paced or simple as games
played with the Basic Rules.
• The extra effort required for a game using the Cool Name RPG Advanced Rules yields an equal
amount of additional satisfaction and fun for the players.

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o It should feel like the extra work created by the Advanced rules makes for a cooler, richer
game even if it adds complexity.

3.2.5 Any rule/equipment/ability/modifier included in the game must advance


our efforts to meet the requirements outlined in this document.
• This is inspired by the filmmaking ideal that there should not be anything on the screen that does
not have a reason to be there.
• We must be able to defend that anything we add does BOTH of the following:
o Helps us to meet one or more of the requirements described in this document.
o Does not hinder our attempts to meet any of the requirements in this document.

3.2.6 Cool Name games are focused on the player characters, their actions, and the
outcomes of their actions.
• The game is about the player characters and their stories. If the rules we write shifts the focus
elsewhere, we are not achieving our goal.
• Cool Name RPG can place the focus on things not directly related to the player characters IF that
advances the story of the player characters.
o For instance, a rule that helps to create a living, breathing setting may not be directly
focused on the characters, but IF a living, breathing setting benefits the player story, then
it has value.

3.2.7 The Cool Name rules create a living, breathing, evolving sandbox for the
players to explore and interact with.
• The rules should create the sense that the world is alive and bigger than the room the characters
are sitting in.
• The rules should support the gamemaster in creating this impression and making it easy to create
this impression.

3.2.8 Any efforts to simulate reality must serve the requirements described in this
document.
• Simulating reality is often important to maintain the suspension of disbelief and generally create
a living environment to play in. At the same time, reality for the SAKE of reality is not our goal.
• It must be possible to defend any simulation of reality as supporting the requirements in this
document and not getting in the way of any of the requirements in this document.

3.3 Fantasy
Cool Name RPG is a fantasy roleplaying game system. The following are the minimum requirements
necessary to achieve the goal of being a “fantasy” game system. Due to the shared language of the people
playing this game and backing this Kickstarter, I am going to be less specific in describing these goals.
Instead, I will just include some examples of each.

3.3.1 People and creatures can harness meta-physical powers to create magical
effects.
• Spellcasting
• Psionics/Psychic powers (even if not included in the initial game).
• Monks that split stone with a single strike
• Enchantments

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3.3.2 Powers, abilities, and actions that break the laws of physics are possible.
• Flying dragons
• Creatures so big their heart could not keep them alive in real life.
• Tiny creatures with human strength.

3.3.3 Fantastic creatures whose physiology and abilities exceed reality can exist.
• Fire breathing
• Stone gaze
• Lava dwelling lizards

3.3.4 Non-human intelligent species can exist and are playable as characters.
• Elves, dwarves, halflings, half-elves, etc.

3.3.5 Items and places may have supernatural abilities, effects, or traits.
• Magic swords
• Magical glades
• Ley lines

3.3.6 Divine beings can exist and can interact with the game world and its
inhabitants.
• Gods, angels, avatars
• Demons, devils

3.3.7 Death is not necessarily permanent.


• Raise dead, resurrection, reincarnation

3.3.8 Ghosts, spirits, and similar entities may exist.


3.3.9 Multiple dimensions may exist.
3.3.10 Travel between dimensions may be possible.

3.4 Fifth Edition Considerations


Fifth Edition is the most widely played RPG in the world. One of our overall goals is demonstrate to the
community the cool things we can do when we work together. Since much of the community plays 5E, we
need to take into consideration how we reach that audience.

3.4.1 If a player has only played 5E they will find it relatively easy to jump in and
start playing Cool Name.
• When players sit down at the game table for the first time to play Cool Name, they should not
feel like they are in uncharted territory. They may not know the rules, but they see something
that is at least vaguely familiar to them.
• How we achieve this is completely up to us. The point is that we do not want to go so far off the
beaten path (“Your ability scores are represented by this color wheel”) that the players are getting
stressed out trying to figure out what is what on their sheet.
• We want to make sure that when they pick it up, they stick with it, and do not just turn around
and return to the safe a familiar world of only playing 5E.

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• Also – if the player feels comfortable and competent when they sit down to play the game, they
will feel powerful and validated, creating an overall experience that is positive.
• We may achieve part or all of this not by emulating 5E but by ensuring that what we do present
is easy to grok.

3.4.2 GMs who have only ever run 5E games, will find it relatively easy to jump in
and start running Cool Name adventures.
• Even though the rules are different, the gamemaster should not feel like they have stepped into
another world – game wise that is.
• Pretty much everything from the previous item about 5E players is true here.
• The GM will like the game if they can easily run a game their friends find enjoyable. If everyone is
happy at the end of the game, the GM will feel powerful, validated, and competent which will
leave them with good feelings about the game.

3.4.3 Games played using the Cool Name rules have a recognizably different feel
from a game played using the 5E rules.
• When 5E players start playing Cool Name they should notice the difference between 5E and Cool
Name and like it.
• The goal is not to be BETTER than 5E. The goal is to be distinctly different from 5E.
• If it feels just like 5E we have not added anything to player’s lives.
• This is NOT an easy requirement to achieve. We need to give a lot of thought to this and
understand what makes our gameplay experience special.

3.4.4 It is clear how to convert 5E content to the Cool Name rules.


• No one should be scratching their head trying to figure out how to convert something from 5E to
Cool Name.
• This does not mean the conversion must be perfect. It does not mean we need to cover every
base. It does mean someone needs to know what they can convert, how to convert what they
can, and what to do about the stuff they can’t.
• “No confusion.” That is the goal.

3.4.5 The tools provided by Cool Name make it relatively easy to convert 5E
content to the Cool Name rules.
• This does not mean it will not take work. It just means it will not be a struggle to figure out how
to do it.
• Tables, step-by-step, direct comparisons – whatever it takes, we give them easy instructions to
follow.
• There could be things that just do not convert. If that is the case, we need to make clear what to
do about that and make it easy to resolve the issue.
• It is okay if someone goes “whew – that took some real elbow grease to finish” as long as they
don’t feel frustrated or like they had to solve some sort of puzzle to make it happen.

3.5 Gameplay
The requirements here get a bit more specific compared to many of the other sections. Of all the sections,
this is the area where we are the most likely to expand the requirements list. The key thing to keep in

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mind here, however, is we do not want to specify what mechanic gets used. Rather, we want to highlight
things the mechanics should facilitate and support.

3.5.1 The player of a character that has expended their resources, still has a
meaningful way to participate in the game.
• When the archer is out of arrows or the wizard is out of spells, the player should not feel useless.
There should still be some way they can participate in the game.
• This does not mean it will not be more difficult for the character to succeed at tasks. Resource
depletion should create challenges the player must overcome.

3.5.2 The player of a character that is dead, incapacitated, or otherwise


unplayable still has a meaningful way to participate in the game.
• This participation might not be directly related to their character. Perhaps they have game levers
they can use to continue to aid their friends and remain involved to the game, even if their
character is not actively in the story.
• The amount of control over the game the player has may still be reduced, but they are not left
out completely.

3.5.3 The game provides a satisfying system of in-game rewards for players who
do their best during the game session.
• The reward system should offer options that allow the gamemaster to reward telling a good story,
avoiding trouble, and creating something cool AS WELL AS traditional RPG achievements like
overcoming enemies and finding treasure.
• Characters learn from failure, so even a failed effort should result in rewards if the players did
their best.

3.5.4 Players and GMs can easily figure out how to resolve the most common
actions in the game without looking at the rulebook.
• Between common sense, a standard rules framework, the GM screen, and the information on the
character sheet, it should be possible to easily determine how to perform common actions in a
fantasy RPG.
• Jumping, swinging, kicking, dodging, searching, starting fires, lighting the way: these are examples
of “common actions.”
• The way we handle this is not specified here. The solution could be comprehensive character
sheets, streamlined rule summaries, or anything else we come up with.
• This does not mean rules must be unnecessarily simple or boring.
• The requirement exists due to feedback from players saying one of the number one ways time is
wasted at the table is looking up rules for simple, basic actions.

3.5.5 If a player or GM does not remember or can’t find the rule-as-written to


resolve an action, the base mechanics make it easy to make up something on
the fly that works “good enough.”
• The rules allow the GM and/or players to come up with a usable rule on the fly to resolve almost
any action.
• The game should inspire rule creation that, if you look up the actual rule later, you discover you
were “close enough” and no one regrets not looking it up.

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3.5.6 The Cool Name RPG rules encourage people to not roll the dice except in
situations where it makes the game measurably more fun.
• Another thing we learned in early surveys is the rolling for everything slows the game without
making it more fun.
• It is important that the game makes it ‘safe’ for GMs and players to skip the roll – so they do not
feel like they are cheating or taking the easy way out.
• The rules should encourage this behavior in ways other than saying “You don’t need to roll all the
time.” The rules should demonstrate and support the idea that you do not need to roll all the
time.

3.5.7 The rules for non-violent encounters are every bit as fun and engaging as
combat encounters.
• The game makes non-combat encounters every bit as rich, exciting, interesting, and filled with
choices as most games make combat.
• Non-violent encounters include things like contests of skill, research, crafting, and social
interactions.
• The system should encourage people to engage in these types of actions by making it something
the players have fun doing.
• Note that this is also important in terms of inclusivity. Many types of non-violent encounters are
things players would never want to do in real life OR that they are not good at in real life. Asking
them to handle these sorts of encounters just with roleplay is often as intimidating as real life. By
offering a fun rules framework for these, you encourage players to participate in these activities
with their character even if they would never do something like that in real life.
• Note this does not override the “encourage people not to roll” rule. Rather, one should keep that
in mind WHILE designing rules that support this requirement.

3.5.8 Players have meaningful ways to contribute to every encounter, even if the
situation does not fit their character’s skills and abilities.
• Players with non-combat focused characters should have something to do during combat. The
opposite is true as well. The barbarian’s player should not be left out during the meeting with the
noble lord – even if the character is not suited to the encounter.
• Again - this means the player has something to do that matters during these encounters, even if
their character is not there or is just standing on the sidelines.
• If it is possible also give the character something meaningful to do, that is always better.

3.5.9 It is not necessary to reference the rulebook to use a power, spell, or ability
in a normal way.
• This is another outcome of the “things that slow the game down” survey feedback we received.
• This does not cover unusual uses of the power, spell, or ability. In those cases, the players and GM
may feel a need to reference the rules for inspiration.
• This does not mean every bit of information about the power, spell, or ability is on the character
sheet. It means there is enough information there to let players resolve the most common
applications of that power, spell, or ability.

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3.5.10 Players and GMs can perform bookkeeping operations (HP/ammo/spell


point/condition management) without disrupting the flow of the game.
• It should be easy and fast to perform ‘bookkeeping’ tasks.
• Marking off ammo, reducing HP, tracking wounds, managing spell points – none of these things
should cause a break in the flow of the game.

3.5.11 When the Cool Name RPG rules call for a dice roll, rolling the dice increases
the fun and excitement of the challenge.
• When dice are used to resolve an action, the experience of using those dice and getting the result
should be fun.
• If getting and rolling the dice feels like a chore or break in the game, we can do better.
• If rolling the dice does not provide a sense of satisfaction, excitement, or fun, even in the event
of a failure, we can do better.

3.5.12 The Cool Name RPG rules provide players and GMs with tools that make the
games fun at all stages.
• Cool Name should feel like a fun game no matter what players are doing. Shopping? Advancing
characters? Performing research? Walking through Session Zero? Every one of these should be a
fun activity.
• If something is a chore, we should not accept it as a “necessary evil.” We should do better.

3.5.13 Balance of player engagement is more important than mechanical balance.


• Balance only matters in so far that it allows every player at the table to remain relevant and
engaged.
• Character balance (that is balancing the mechanical characteristics of an individual character) is
only of importance if the game makes it the most important thing. If the game makes every player
important and relevant in a balanced way, what is on the character sheet becomes less important.
• We should never make design decisions based on “balance for the sake of mathematical balance.”

3.5.14 Efforts to simulate reality with the design of the Cool Name RPG rules must
serve the requirements described in this document
• This is like the balance requirement above. Simulating reality with the rules is only a priority if
doing so helps us to meet the requirements in this document.
• Note that in many cases, simulating reality falls into the category of making the game fun in that
it helps to maintain the suspension of disbelief.
• We should remain alert to the fact that simulating what we perceive as reality does not necessarily
mean making the game realistic.
o A classic example is using the sound FX of peeping chicks as the sound of “squeaking rats.”

3.5.15 Characters, adventures, and any other content created for use with the Basic
Rules is completely compatible with the Advanced Rules without conversion.
• The Basic Rules are a sub-set streamlined realization of the Advanced Rules. It should not be
necessary to convert or alter Basic Rules content to work with the Advanced Rules.
• The Advanced Rules may offer options for expanding Basic Rules content to make it richer and
more interesting, but this is an option and not a requirement.

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3.5.16 The Cool Name RPG rules support the actions, activities, characters,
creatures, and stories common and necessary for a fun fantasy RPG
experience.
• This is a general statement related to the details further refined in section 2.3 Fantasy and section
4 Content Worksheet.
• The reason for listing this here, is to ensure that we remain focused on creating a game that, first
and foremost, serves the needs of RPG players who want to play a fantasy game.
• Efforts to make the game more universal that in any way obstructs us from meeting this objective
should be reconsidered.

3.5.17 Players could choose to play any type of living creature as their character in
a Cool Name RPG game.
• Whether or not a particular setting or game allows it, the rules should allow a player to play any
sort of creature as their character.
• This does not necessarily mean any living creature as a character is a mechanically balanced
option. It simply means the rules support letting the player play that character if they and their
group agree it will be fun.

3.6 Customization
In this section we outline the requirements for customizing the rules and creating new content for use
with those rules. This includes not only homebrew customizations but the creation of new content by
third-party publishers.

3.6.1 The instructions for making your own rules and content are clear and
intuitive.
• When someone gets ready to make their own content or adapt the Cool Name RPG rules to their
style of play, they should feel like they understand how to do it.
• This does not mean there will not be work involved. It just means they will not have to puzzle
anything out.

3.6.2 If a person follows the instructions, the rules and content they create will not
“break” the game.
• The rules for creating custom content should help creators avoid results that accidentally
invalidate another key rules or elements of the game.
• If there is a danger that certain types of customizations will break the game, guidance should be
offered to explain how to mitigate the problem and/or what additional customization might be
necessary for the new content to be added smoothly.

3.6.3 A person can easily add or remove rules from the game to tailor the
experience to their tastes.
• The structure of Cool Name RPG should support a modular approach to rules and content.
• The lines around a rule should be clear, so players know where to cut when remove something
they do not want in their game or where to plug in a module they want to add.
o This might be clarity of description or it might be literal design choices delineating what
is encompassed by the rule.

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• Rule dependencies are fine, but there should be a clear indication of this so players know what
the consequences of removing or adding a particular rule are.
o This does not necessarily mean we will say “if you cut this it’ll break that.” It means a
reasonable person looking at a rule will likely recognize the possible ramifications of
removing a rule. Rule dependencies should be clear in how the rule is described.

3.6.4 It is easy to keep track of which rules, content, and options a person is using
in their game.
• Since it is possible to remove and add rules, the design of the game should offer an easy way to
clearly identify to the players and GM what elements are in use or not in use in their game.
• The game should offer easy ways to organize this information that avoids confusion and
unnecessary complexity.

3.7 Gamemastering
These requirements are specific to the needs of the gamemaster and deal with the experience of running
a game using the Cool Name rules.

3.7.1 The GM has ways to reward players that grows the campaign, not just the
characters.
• Cool Name should give a GM more tools than just character advancement with which to reward
players for their accomplishments and participation in the game.
• This does not necessarily mean multiple reward systems. It simply means continuous character
power growth is not the only way to provide satisfying rewards to the players in Cool Name RPG.

3.7.2 The GM can easily create an NPC, monster, or other threat on the fly without
needing a full set of statistics/attributes.
• This is another addition based on our survey on what things slow down games.
• A GM should be able to introduce monsters, traps, and other challenges on the fly as needed
without having to dig into a book.
• Cool Name RPG should give GMs a set of simple tools that allow them to generate the key
attributes they need to handle a variety of encounters while keeping the story moving.

3.7.3 It is clear how to apply modifiers.


• The Cool Name RPG rules make it clear how to apply modifiers to actions of all types.

3.7.4 It is easy to select the size of a modifier.


• Clear, intuitive rules will make it easy for a GM to quickly determine how large of a modifier to
apply.
• The GM should not need to look up rules, search the book, or otherwise break up the flow of the
game to determine a modifier.
• A best guess modifier should be easy to apply and not cause a major problem if it was incorrect.

3.7.5 The rules leave room for the gamemaster to fairly adjudicate situations not
covered in the rules-as-written.
• The rules on how to adjudicate core actions should be clear but also leave enough space around
the edges that the GM can fairly and easily bend them as needed to cover situations not described
in the rules as written.

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3.8 Third-Party Creations


3.8.1 Third-party creators have a clear, irrevocable, royalty free license with
which they can create content using the Cool Name RPG rules in any way they
like without restriction.
• Creators should have confidence that they are legally protected in their use of any and all of the
content presented in the Basic Rules and the Advanced Rules.

3.8.2 Clear design instructions for core content.


• Cool Name RPG should present clear instructions for the creation of core content.
• The definition of core content depends on the design decisions we make along the way.
o Obvious examples include equipment, monsters, and spells.
o Areas that may shift as we design include how we handle the idea of character
class/occupation and skills. Whatever we land on, there will be clear instructions
describing how to create your own content.

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4 CONTENT WORKSHEET
This is a high-level list of the rules and content we want to cover or at least consider for these books. This
is not intended to act as a table of contents or serve as a complete list of everything we will cover. This
list will change, grow, and get refined over time. It also does not represent the way things will be
presented in the book. For instance, Debilitating – Temporary represents a type of damage effect. In the
actual rules we might describe this with a section on Wounds, another on Fatigue, and a third on Poisons.

BASE MECHANICS The core mechanics that drive the way we resolve actions in the
game.
Balance
Dice mechanics
Modification
Base Resolution
mechanic
Scaling exponential, linear
Target numbers
Time required

CHARACTERS How we define characters and creatures using the rules, and how
they interact with the world.
Primary Defining Traits strength, toughness, etc.
Powers/Special turn invisible, fire hair
Abilities
Skills/Learned Abilities blowing glass, firing a bow
Variable Traits health, fatigue
Descriptive Features height, weight, size

Learned Abilities
Skills Package of learned knowledge
Stunts Expertise in a single action

Innate Abilities
Powers Break the laws of physics
Special Traits Don't break the laws of physics
Talents Natural benefit to certain actions

Advancement/Growth
Rewards The 'currency' of advancement. XP? Slots?
Benefits Levels, buy as you go, etc.
Improvement ability increase
Addition new skill

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Indirect Growth followers, adding to the world

Communication
Verbal Language, noises
Non-verbal Gestures, behaviors
Mental Telepathy

Movement
Burrow Moving through the ground, snow, etc.
Climb Vertical movement along a surface
Crawl Movement in an abnormal crouched state
Fall Falling
Jump Leaping vertically or horizontally
Slide Sliding downward across snow, dirt, ice, rocks
Sneaking Moving without being noticed
Squeezing Fitting into small spaces
Swim Swimming
Swing Swinging
Walk Walking
Terrain and Movement
Broken Rocks, cracks, ripples
Slippery Ice, water, grease
Resistant Mud, knee deep water
Cluttered Bodies, furniture, general obstacles
Wounding Hot, sharp, corrosive

Perception
Hear
Paranormal Psychic, magical, danger
See
Smell
Taste
Touch Texture, vibration, hot, cold
Modifiers
Blinded Disabling one or more senses
Concealment Makes perception difficult
Invisible Discretely imperceptible by one or more senses
Overwhelming Input Blinding flash,

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Conditions
Afraid
Asleep
Debilitated
Distracted
Dizzy
Ongoing Damage
(Bleed/Poison)
Pinned
Restrained
Sick
Stunned
Surprised
Unconscious

COMBAT Beating stuff up!


Melee
Drag
Grab
Hold
Kick
Natural weapon
Pin
Punch
Shove
Slam
Strike with Weapon

Ranged
Throw
Shoot - Manual Bow, blowgun
Shoot - Mechanical Crossbow, gun, wand

General
Aim Improving the chance to hit
Area of Effect Affecting an area
Bouncing projectiles grenades, boulders, baseballs
Called Shot Selecting a discrete target area
Concealment Camo, fog
Cover

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Disarm
Improvised weapons
Non-Lethal
Pop Up

Initiative
Order of Combat
Declaration of Actions
Speed
Speed modifiers

Health, Injury, and


Death
Measure of health (HP,
etc.)
Debilitating - wounds, injuries, fatigue
temporary
Healing Removing any negative effects
Ongoing Injury Poison, bleeding
Debilitating - reduction of scores
permanent
Loss of limbs hands, eyes, legs
Pain immediate, ongoing
Knock out

SPELLS & MAGIC


Enchanting Applying magical abilities to an object
Casting spells Creating magical effects

OTHER TOPICS
Damaging/Altering
Effects
Heat Fire, lava
Cold Ice
Corrosive Acid
Vibration Violent shaking
Cut Slice, rip, tear
Smash Violent crushing blows
Crush Slow crushing effect
Abrasion Scraping

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Chip Chisel
Sense blinding Intense smell, light, etc.
Restraint vines, ropes, undergrowth
Draining fatigue, willpower, courage
Concussion universal crushing, blast
Sonic
Suffocation

Damaging Objects
Piercing Putting a hole in an object
Shattering Brittle objects
Breaking Snapping, cracking, splintering
Digging Digging
Disabling Damaging complex objects like clockwork
Vaporizing Disintegrate spell
Burning Burning
Reshaping Altering the shape only, usually by magic
Carving Altering shape without destroying
Freezing Effects of cold

Exploration
Navigation
Protection from
Elements
Foraging
Finding Water

Gamemastering
Adjudicating actions Roll? Don't roll?
Creating encounters determining threat level
Determining rewards advancement speed
Modifiers when and how large

Light and Visibility


Brightness Levels of Illumination
Darkness Absence of light
Low Light Vision Seeing with very little light
Darkvision Seeing with no light
Limitations Shadows, dim light

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Riding and Mounts


Movement Land, sea, air
Control
Taming
Combat

CONTENT This is pre-built content we'll include in the book.


Character Design backgrounds, upbringing, history
Choices
Classes/Occupations Package of talents
Equipment
Lineages elf, dwarf, halfling
Magic Items items, potions, scrolls
Monsters
NPCs
Poisons
Spells
Traps

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