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| guiding_principles [2018/06/16 12:28] – [Perks] inari | guiding_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 | + | Kamisekai |
| 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 | + | Kamisekai |
| **Speed** \\ | **Speed** \\ | ||
| Line 55: | Line 55: | ||
| * 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: | ||