This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== 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: * Be powerful, awesome tools that the players use to face threats or overcome obstacles. * Put limits on how much power a single player should have. * Be useful in a few different circumstances. * Be useful throughout the session. * Have short, to the point descriptions describing their effects. * Leave some room for growth in their relative strength. * Leave some room for customisation, through perks. Moves should avoid: * Specifying consequences for failure, leaving that to the GM in most cases. * Leaving the player worse off for using or having them, that's what consequences are for! * Reproducing functionality produced by another move of the same stat-type. * Specifying lore, leaving the creative "how" and "why" parts up to the players and GMs. * Complex requirements for using them. * Complex steps from the GM or players for their use. * Mechanics which slow down play. A well written move; * Will be something players __wish they could do__. * Will make players find it hard to give up for something else. ===== Perks ===== Perks should: * Complement their associated move. * Have short, simple descriptions that make their utility obvious to GM and Player alike. * Have short, memorable, fun names! * 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 not: * Add complicated mechanics to Moves or anything else. * Have effects on other moves. * Overlap effects with other perks. * Give the move functionality similar to another move of the same or different type. * Take away options from the player.