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.