Goal: give the GM everything needed to run the game with less dice-rolling and bookkeeping, per the Design Philosophy.

Encounters and creatures

  • Design the creature stat block format
  • Write the encounter-building rules (quick 2–3 rounds, moderate 4–5, boss 6–8) → Creating Encounters
  • Define the enemy types (minion, grunt, standard, elite, boss) and “conditions to take full damage” → Creating Encounters
  • Write the creature templates (Celestial, Vampiric, Undead, etc.) → Creature Templates
  • Write a starter bestiary: about 10 creatures for Alpha 1, about 40 for Beta

Exploration and social play

  • Design the travel and exploration system (events, skill challenges, camping) → Adventuring
  • Write the skill challenge procedure → Skill Challenges
  • Write social interaction rules (influence, impressions) → Adventuring
  • Give every class at least one exploration and one social hook → Class Roles

Running the campaign

  • Write the scene framework for GMs: conflict, interlude and GM scenes → Scenes
  • Write the tier check-in procedure (inventory of characters at each tier) → Tiers
  • Write downtime activities, including farming (field cultivation, beast breeding) → Downtime
  • Write clocks for challenges → Skill Challenges
  • Write the low-level and unlocked campaign types → Tiers
  • Write treasure, rewards, and services and recruits → Adventuring
  • Write mounted and aerial combat, theater of the mind, and grid play → Combat
  • Decide whether Planes and Travel and War and Advancement are 1.0 or expansion content

Exit criteria

  • A new GM can build and run a session from the wiki without the designer’s help.