Pilcrow Philosophies
Pilcrow 0.3 is up
This is my evolving worksheet for developing Pilcrow. It is constantly being updated. If you would like intermittent updates on major developments or literature-based ttrpgs consider subscribing to email updates.
SRD Design Philosophies
- Dice are not the master. The player always has a degree of influence over the die.
- Gaussian distributions are pretty. ei, cumulative dice pools
- the ubiquitous d6
Setting Design Philosophies
- Aliens are alien
- Powers have costs
- Nonviolent solutions
Pillars of Pilcrow
- Canon
- Setting
- Tone
- Locations
- World - Elevator Pitch
- Characters
- Generation
- Player
- NPC
- Desires
- Apotheosis
- Debrief
- Growth
- Successful use of skills
- Parenthetical access to learned skills
- Generation
- Chapters
- Time flow
- Author's authority
- Flashbacks, Footnotes, Foreshadowing