game design

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

  1. Dice are not the master. The player always has a degree of influence over the die.
  2. Gaussian distributions are pretty. ei, cumulative dice pools
  3. the ubiquitous d6

Setting Design Philosophies

  1. Aliens are alien
  2. Powers have costs
  3. Nonviolent solutions

Pillars of Pilcrow

  1. Canon
  2.  Setting
    1. Tone
    2. Locations
    3. World - Elevator Pitch
  3. Characters
    1. Generation
      1. Player
      2. NPC
    2. Desires
    3. Apotheosis
    4. Debrief
    5. Growth
      1. Successful use of skills 
      2. Parenthetical access to learned skills
  4. Chapters
    1. Time flow
    2. Author's authority
      1. Flashbacks, Footnotes, Foreshadowing
    3.