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guiding_principles [2018/06/14 13:49] – ↷ Page name changed from guiding_principals to guiding_principles inariguiding_principles [2021/07/30 13:51] (current) – external edit 127.0.0.1
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 ====== Guiding Principles ====== ====== Guiding Principles ======
  
-Inari World is edited with a few guiding principals. They're going to be documented here to help remember what they are. In essence, this is a mission statement.+Kamisekai is curated with a few guiding principals. They're going to be documented here to help remember what they are. In essence, this is a mission statement.
  
 This guide should be seen as a kind of reference for writing new moves. This guide should be seen as a kind of reference for writing new moves.
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 **Flexibility** \\ **Flexibility** \\
-Inari World is designed to allow GMs and players to create novel solutions to novel problems. It tries to avoid over-prescribed solutions or get into insignificant details.+Kamisekai is designed to allow GMs and players to create novel solutions to novel problems, intending to avoid over-prescribed solutions or irrelevant details whenever possible.
  
 **Speed** \\ **Speed** \\
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 ===== Perks ===== ===== Perks =====
  
-Perks should usually:+Perks should:
  
-  * Possibly add something to complement their associated move.+  * Complement their associated move.
   * Have short, simple descriptions that make their utility obvious to GM and Player alike.   * Have short, simple descriptions that make their utility obvious to GM and Player alike.
-  * Have short, memorable, and fun names! +  * Have short, memorable, fun names! 
-  * Possibly add another way for the move to be used entirely.+  * In most cases do one or more of the following; 
 +    * Add another way for the move to be used entirely
 +    * Add more potency to a specific aspect of the move.
  
-Perks should avoid+Perks should not
  
-  * Adding complicated mechanics to Moves or anything else. +  * Add complicated mechanics to Moves or anything else. 
-  * Having effects on other moves. +  * Have effects on other moves. 
-  * Overlapping effects with other perks. +  * Overlap effects with other perks. 
-  * Giving the move functionality similar to another move of the same or different type. +  * Give the move functionality similar to another move of the same or different type. 
-  * Taking away options from the player.+  * Take away options from the player.