!!Attention!! !!The text was written using Google Translate!!
I wanted to explore the topic and get feedback on how feasible it would be to develop this idea into something more robust and worthwhile.
The idea is to create a modular engine for a TTRPG system. Something like Cortex Prime or Genesis. However, unlike them, I'm planning to provide only the core system and the rules for creating modules for it. My question to the audience is: how interesting could something like this be? How bare-bones is the core necessary? Or should I still present the default modules for a publication like this?
About the system itself in brief:
- All the system's essence is a tag container. The system defines key meta tags, of which I currently have only 11, which are generally sufficient to describe everything.
- The resolution is based on the delta, which is the difference between the action die plus the sum of all modifiers and the difficulty die.
- A step-by-step dice system is used: d4 → d6 → d8 → d10 → d12
- Modifiers on the roll are strictly limited to +-4. This is done to ensure the roll math remains valid and modifiers don't render it meaningless.
- To ensure preparation remains relevant, the excess goes into Overload!, which increases the delta on a successful roll or allows you to nullify an unsuccessful roll (but cannot make it positive).
- The delta is determined by the impact tier (Impact). There are three of them.
Within the core, I planned to describe the system's mathematics and basic rolls, the action protocol from roll to result, game modes (narrative, structured), definitions of space, scale, and distance, how impact works, resources, and the tag system.
What do you think about this? I've enjoyed reading your thoughts and criticism on this topic.
Thank you for your attention!