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guiding_principles [2018/06/16 12:28] – [Perks] 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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   * 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, 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; 
-  Possibly add more potency to a specific aspect of the move.+    * Add another way for the move to be used entirely. 
 +    Add more potency to a specific aspect of the move.
  
 Perks should not:  Perks should not: