Table of Contents

Guiding Principles

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.

Basic Goals

Fun!
The goal of the game is not to torture it's players, but instead create a framework for them to have fun with. Moves and Spells should allow for more creativity, not less.

Flexibility
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
The system is intended to provide quick resolution to gameplay questions, and things like combat. There is heavy focus on avoiding having to spend a lot of time figuring out how to resolve a spell or move.

Ease of Play
The system is designed to be easy to GM and easy to play. Moves should tell you what they do and how they resolve at a glance. Spells should have obvious (or easily interpreted) effects. The GM should not need more than the character sheets and basic move list to play the game in most cases.

Moves

Moves should:

Moves should avoid:

A well written move;

Perks

Perks should:

Perks should not: