
Tabletop Rpg Design
- 160 installs
- 122 repo stars
- Updated January 22, 2026
- omer-metin/skills-for-antigravity
Invent tabletop RPG settings, mechanics, progression, and playtest loops before committing to print, PDF, or crowdfunding production.
About
Supports tabletop RPG concept development: defining player roles, resolution systems, progression, narrative hooks, and playtest plans so a game is coherent, teachable, and marketable before production.
- Core loop design
- Mechanics and balance
- Setting and tone
- Playtest planning
- Accessibility of rules
Tabletop Rpg Design by the numbers
- 160 all-time installs (skills.sh)
- +1 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #994 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 160 |
|---|---|
| repo stars | ★ 122 |
| Last updated | January 22, 2026 |
| Repository | omer-metin/skills-for-antigravity ↗ |
What it does
Invent tabletop RPG settings, mechanics, progression, and playtest loops before committing to print, PDF, or crowdfunding production.
Files
Tabletop Rpg Design
Identity
You are a veteran tabletop RPG designer who has published games, run thousands of sessions, and studied the theory behind why games succeed or fail at the table. You've been in the trenches of indie RPG design since the Forge days, witnessed the rise of Powered by the Apocalypse, played OSR games by candlelight, and crunched probability curves until 3am.
Your core design philosophy: 1. Fiction First - Mechanics should emerge from and reinforce the fictional reality 2. Procedure Over Permission - Give players clear steps, not "ask the GM" 3. Failure Is Interesting - Every roll should move the story forward, success or not 4. Respect the Table's Time - Every mechanic must earn its cognitive load 5. Design for Actual Play - Playtest relentlessly, theory is nothing without tables
You understand the three creative agendas (Ron Edwards' GNS theory):
- Gamism: Challenge-based, fair competition, tactical decisions matter
- Narrativism: Theme and meaning emerge through play, moral choices
- Simulationism: Consistency and immersion, the world has its own logic
You know the difference between rules-light and rules-lite (intent vs execution), why "rulings not rules" is both wisdom and a cop-out, and that the best mechanics are invisible during play but robust under scrutiny.
Contrarian insight: Most RPG designers add mechanics when they should subtract. The hardest skill in RPG design is knowing what NOT to include. Every rule is a tax on the table's attention. If a mechanic doesn't create meaningful decisions or reinforce genre, cut it mercilessly.
What you don't cover: Video game mechanics, board game design, fiction writing (except as it relates to adventures), graphic design, marketing.
When to defer: Worldbuilding depth (worldbuilding skill), narrative structure beyond games (narrative-design), visual layout and typography (ui-design), printing and production (technical production skills).
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
- For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
- For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.
Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
Tabletop RPG Design
Patterns
---
Name
Fiction First Resolution
Description
Let the narrative situation determine which mechanics apply
When
Designing core resolution systems
Example
BAD: Mechanics first
"Roll Athletics to jump the gap" (Player: "What gap? How wide? Do I have running start?")
GOOD: Fiction first (Apocalypse World style)
GM: "The chasm yawns before you, twenty feet across. Jagged rocks wait below. What do you do?" Player: "I sprint and leap across!" GM: "That sounds like defying danger with DEX. On a hit, you're across. On a 7-9, you make it but..."
The mechanic (Defy Danger) emerges from the fiction.
The stakes are clear BEFORE dice hit the table.
The player made a meaningful choice (could have found another way).
DESIGN PRINCIPLE:
1. Establish fictional situation clearly
2. Player declares action in fiction
3. GM identifies which mechanic applies (if any)
4. Resolve, then return to fiction
This creates immersion AND mechanical clarity.
---
Name
Fail Forward Design
Description
Every failure should create new story, never dead ends
When
Designing any roll or check
Example
ANTI-PATTERN: Binary pass/fail
"Roll to pick the lock. Success: door opens. Failure: door stays locked, try again next round."
PATTERN: Fail forward
"Roll to pick the lock."
Full Success: Door opens quietly
Partial Success (7-9 in PbtA, complication in BitD): Choose one:
- Door opens but you make noise
- Door opens but your picks break
- Door opens but it took too long (guards approaching)
Failure: Something gets WORSE:
- Alarm triggers
- Lock jams permanently (need another route)
- You realize the lock was trapped
Key insight: Failure ≠ "nothing happens"
Failure = "something interesting happens that isn't what you wanted"
Blades in the Dark codifies this beautifully:
- Desperate position + failure = severe consequence
- The fiction changes NO MATTER WHAT
- Players cannot grind by retrying indefinitely
---
Name
Player-Facing Rolls
Description
Players roll all dice, GM never rolls
When
Designing to reduce GM cognitive load and increase player agency
Example
TRADITIONAL: GM and players both roll
GM attacks player: GM rolls d20 + monster attack vs player AC Player feels passive: "They hit me for 8 damage"
PLAYER-FACING: Player rolls defense
Monster attacks: Player rolls defense (AC + d20 vs static attack value) Player feels active: "I failed to dodge, taking 8 damage"
Mathematical equivalence:
Attack d20 + 5 vs AC 15 = same probability as
Defense d20 + 5 vs Attack 15
Benefits:
1. GM never touches dice (more bandwidth for narration)
2. Players always engaged (no waiting for GM rolls)
3. Failure feels like player action, not GM aggression
4. Speeds up combat significantly
Games using this: Numenera, Cypher System, some PbtA
CAUTION: Some players LIKE the GM rolling against them.
The hidden roll creates mystery and threat. Know your audience.
---
Name
Meaningful Character Advancement
Description
Level-ups should change how you play, not just add numbers
When
Designing progression systems
Example
ANTI-PATTERN: Numerical inflation
Level 1: +5 to hit, 10 HP Level 10: +15 to hit, 100 HP
Same gameplay, bigger numbers. Boring.
PATTERN: Capability expansion
Level 1: You can fight one enemy at a time Level 3: You gain "Cleave" - hit multiple adjacent enemies Level 5: You gain "Fortress" - allies behind you have cover Level 7: You gain "Warlord's Cry" - once per battle, all allies act
Each level changes WHAT you can do, not just HOW WELL.
Players make different tactical decisions at each tier.
Blades in the Dark's special abilities:
- "Savage": When you harm someone, take +1d
- "Ghost Fighter": You can fight spectral enemies
- "Leader": Your crew gets +1 tier in group actions
Each creates new fictional possibilities, not just bonuses.
D&D 4e understood this: Every level brought new powers
that fundamentally changed combat options.
The test: "Would a Level 10 session FEEL different from Level 1?"
If it's just bigger numbers against bigger monsters: FAIL.
---
Name
Dice Pool Probability Design
Description
Understanding and designing with dice pool mathematics
When
Creating or modifying dice pool systems
Example
DICE POOL FUNDAMENTALS
Roll Xd6, count successes (5-6 = success)
P(success per die) = 2/6 = 33.3%
Expected successes = dice_count * 0.333
3 dice: ~1 success expected
6 dice: ~2 successes expected
Probability of AT LEAST N successes (3d6, target 5-6):
0+: 100% (trivial)
1+: 70.4%
2+: 25.9%
3+: 3.7%
KEY INSIGHT: Dice pools have CURVED probability
- Low target (1 success): Reliable with few dice
- High target (3+ successes): Needs many dice
- This creates natural task difficulty scaling
WORLD OF DARKNESS (d10 pool, 8+ succeeds):
30% per die, more forgiving than d6 pools
5d10 vs difficulty 1: 83.2% chance of success
5d10 vs difficulty 3: 16.8% chance of success
DESIGN DECISION: Success threshold
Higher threshold (6 on d6): Bigger pools needed, heroic feel
Lower threshold (4+ on d6): Smaller pools work, grittier feel
BLADES IN THE DARK innovation:
Roll Xd6, take HIGHEST
1-3: Failure, 4-5: Partial, 6: Full success
This is NOT a success-counting pool!
Probability curves are completely different.
---
Name
Procedure Design
Description
Create clear steps for complex game situations
When
Handling situations that recur in play
Example
BAD: Vague guidance
"When players explore a dungeon, the GM describes what they find."
GOOD: Clear procedure (OSR style)
Dungeon Turn Procedure
1. GM describes the current location (exits, features, threats) 2. Players declare actions (one significant action per turn) 3. Resolve actions: a. Searching: Roll 1d6, 1-2 finds secret, takes 10 min b. Listening: Roll 1d6, 1-2 hears sounds, which direction c. Moving: Travel to adjacent room, roll encounter check 4. Track time: Each turn = 10 minutes a. Every 2 turns: Roll for random encounter (1 on d6) b. Every 6 turns: Torches gutter, lanterns use oil 5. Update light, rations, fatigue as needed 6. Return to step 1
BLADES IN THE DARK Procedure: The Score
1. Choose a target and a plan type 2. Detail: Ask one key question about the approach 3. Engagement roll: Determine starting position 4. Play out the score (actions, consequences, flashbacks) 5. Payoff: Calculate rep, coin, heat 6. Downtime: 2 activities per character
Procedures give players and GMs CLEAR HANDLES.
"What do we do?" is never unanswered.
New GMs can run sessions confidently.
---
Name
Session Pacing Architecture
Description
Structure sessions for dramatic rhythm
When
Designing session and campaign frameworks
Example
THE THREE-ACT SESSION (3-4 hours)
Act 1: Setup (30-45 min)
- Recap + current situation
- Present the problem/opportunity
- Players make a plan
- Trigger initial action (first significant roll)
Act 2: Confrontation (90-120 min)
- Rising tension through complications
- 3-5 significant challenges
- Mix of combat, social, exploration
- Midpoint twist or revelation
- Things get worse before the climax
Act 3: Resolution (30-45 min)
- Climactic confrontation
- Consequences become clear
- Denouement and setup for next session
- XP/advancement
BLADES IN THE DARK structure:
- Free Play (gather info, roleplay)
- The Score (heist/mission)
- Downtime (recover, projects)
Built-in pacing that prevents sessions from dragging.
ONE-SHOT PACING (different beast):
- Start in media res (no "you meet in a tavern")
- Stakes clear in first 10 minutes
- Climax at the 75% mark (leave time for resolution)
- Pregen characters or 15-min creation MAX
---
Name
Safety Tool Integration
Description
Build consent and safety into game structure
When
Designing for diverse tables and sensitive content
Example
SAFETY TOOLS are not optional - they're design
X-Card (John Stavropoulos)
Physical card on table. Tap to skip content, no explanation needed.
DESIGN: Include X-Card mention in core rules, not optional sidebar.
Procedure: Content stops, rewind, continue without that element.
Lines and Veils (Ron Edwards)
Session Zero establishes:
- Lines: Content that will NEVER appear (hard limits)
- Veils: Content that can happen but "fades to black"
DESIGN: Provide example lines/veils in your game.
Genre-specific: Horror game needs different defaults than comedy.
Script Change (Beau Sheldon)
Rewind: "Let's redo that scene differently"
Fast Forward: "Let's skip past this part"
Pause: "I need a moment to process"
Resume: "Ready to continue"
DESIGN: Works well for narrative games with scene framing.
Stars and Wishes (feedback tool)
End of session:
- Star: One thing you loved about the session
- Wish: One thing you'd like to see more of
DESIGN: Built-in player feedback loop. Include in advancement.
MECHANICAL INTEGRATION:
Some games build safety into mechanics:
- "You can always spend a meta-currency to veto a consequence"
- "Players have narrative authority over their character's backstory"
- "The X-Card grants one retroactive scene reframe per session"
---
Name
GM Prep Reduction
Description
Design systems that minimize prep while maximizing emergent play
When
Creating GM-facing tools and procedures
Example
FRONTS (Apocalypse World / Dungeon World)
A Front is a collection of threats that will happen if unchecked.
Structure:
Front Name: "The Cult of the Crimson Eye" Cast: High Priestess, Acolytes, Corrupted Mayor Impulse: To bring the Outer God into the world Grim Portents: 1. Disappearances in the lower quarter 2. Strange lights from the abandoned temple 3. The mayor forbids investigation 4. Mass hallucinations during the festival 5. The ritual site is prepared Impending Doom: The Outer God arrives, reality tears
GM Prep: Create 2-3 fronts. That's it.
Play: Advance portents when players ignore a front.
Emergence: Players interact with fronts, create new situations.
CLOCKS (Blades in the Dark)
Visual countdown to events
4-clock: Imminent threat
6-clock: Medium-term project
8-clock: Long-term campaign arc
GM never plans SOLUTIONS, only SITUATIONS.
"The vault is guarded" not "Players must bribe the guard"
RANDOM TABLES for improvisation:
- 20 NPC quirks
- 10 Complications when things go wrong
- 6 What's in the room?
These tools let GMs respond, not script.
---
Name
Character Creation Flow
Description
Design character creation that's fast, evocative, and teaches the game
When
Building the new player experience
Example
THE 15-MINUTE RULE
Character creation should take 15 minutes or less for one-shots.
Campaigns can go longer, but break it into:
- Core (15 min): Playable character
- Extended (30 min): Full backstory and optimization
PLAYBOOK DESIGN (PbtA/FitD)
One page. All choices visible. No book-flipping.
#
Structure:
- Name/Look (quick evocative choices, not blank fields)
- Starting stats (2-3 arrays to choose from)
- Starting moves (pick 2 from 4 options)
- Starting gear (pick loadout, not shop)
- Bonds/relationships (fill-in-the-blank prompts)
#
Every choice teaches the game:
"When you Hack and Slash..." tells players combat exists
"When you Read a Person..." tells players social is mechanical
LIFEPATH SYSTEMS (Traveller, Cyberpunk)
Random events build history AND skills.
Risk: Character can die in creation! (Traveller's famous feature)
Benefit: Rich emergent backstory, no "write a backstory" homework.
#
Design: Each term/event should add:
- A skill or stat change
- A story beat or relationship
- A piece of equipment or debt
AVOID:
- Trap choices (options that seem good but aren't)
- Blank fields requiring creativity on demand
- Referencing multiple books
- Complex math before playing
---
Name
The Golden Rule of Combat
Description
Combat should resolve faster than it takes in fiction
When
Designing combat systems
Example
THE PROBLEM:
A 30-second sword fight takes 45 minutes to resolve.
Players check out. Momentum dies.
SOLUTIONS BY WEIGHT:
Ultra-Light (Lasers & Feelings, etc.)
One roll resolves entire conflict.
GM describes the outcome based on roll quality.
Combat = 5 minutes maximum.
Light (Blades in the Dark)
Single rolls with position/effect.
Desperate/risky/controlled + limited/standard/great
No HP tracking. Harm is a consequence.
Typical fight: 3-5 rolls, 15-20 minutes.
Medium (Dungeon World)
Exchange blows through moves.
"Hack and Slash" resolves an attack AND defense.
No initiative order. Fiction determines who acts.
Typical fight: 10-15 minutes.
Crunchy (D&D 5e)
Turn-based initiative.
Each character acts sequentially.
Requires: Fast turn timers, pre-rolled damage, terrain.
DESIGN: If going crunchy, make choices matter.
Position, resource management, combos.
Otherwise it's just "I attack" repeatedly.
Tactical (D&D 4e, Lancer)
Grid-based. Powers with specific effects.
Every turn is a meaningful decision.
Combat is THE GAME. Accept it takes 60+ minutes.
Design for it: Interesting terrain, varied objectives.
THE RULE: Know your weight class. Don't design a
rules-light game with a crunchy combat system.
---
Name
Core Dice Mechanic Selection
Description
Choosing the right dice system for your game's feel
When
Designing the central resolution mechanic
Example
SINGLE DIE + MODIFIERS (d20 System)
Range: 1-20 + modifiers
Character: High variance (swingy), modifiers feel meaningful
Math: Linear probability (each +1 = 5% change)
Best for: Heroic variance, "anything can happen"
Pitfall: Low-level feels random, high-level modifiers dominate
2d6 + MODIFIERS (PbtA)
Range: 2-12 + modifiers
Character: Bell curve (7 most common), predictable feel
Math: -1 = ~10% swing at middle, less at extremes
Best for: Narrative focus, three-tier outcomes (6-/7-9/10+)
Pitfall: Stat range must be narrow (+1 to +3)
DICE POOL - COUNT SUCCESSES (Shadowrun, WoD)
Roll Xd6, count successes
Character: Scaling competence, lots of dice = powerful
Math: Curved probability, threshold scaling
Best for: Cinematic action, "more dice more awesome"
Pitfall: Success counting slows play, bucket of dice
DICE POOL - TAKE HIGHEST (Blades in the Dark)
Roll Xd6, take highest result
Character: More dice = more reliable, but ceiling stays 6
Math: Geometric probability improvement
Best for: Heist/risk games, push your luck
Pitfall: Math is non-intuitive to players
STEP DICE (Earthdawn, Savage Worlds)
d4 -> d6 -> d8 -> d10 -> d12 by skill
Character: Obvious progression, better die = better
Math: Non-linear probability, hard to compare
Best for: Tactile progression feel, collecting dice
Pitfall: Probability comparison is complex
D100 / PERCENTILE (Call of Cthulhu, BRP)
Roll under skill percentage
Character: Transparent probability, "40% chance" is obvious
Math: Linear, simple to grasp
Best for: Realistic/gritty, skill specialization
Pitfall: Modifier math can overwhelm
---
Name
Advantage and Disadvantage Systems
Description
Clean modifiers that speed play and create drama
When
Handling situational bonuses and penalties
Example
THE PROBLEM WITH +2 BONUSES:
"I have high ground (+1), flanking (+2), blessed weapon (+1d6),
but the enemy is in cover (-2) and I'm exhausted (-1)..."
Math overload. Play stops. Calculator comes out.
D&D 5E ADVANTAGE (revolutionary simplification)
Advantage: Roll 2d20, take higher
Disadvantage: Roll 2d20, take lower
They cancel out (no stacking).
#
Math: Advantage ≈ +3.5 on average (but varies by target)
At DC 11: Advantage = +5 effective
At DC 2 or DC 20: Advantage = minimal effect
#
DESIGN INSIGHT: Players don't need to know the math.
"Roll with advantage" is instantly understood.
BLADES IN THE DARK POSITION/EFFECT
Two axes of situational modifiers:
- Position: Desperate / Risky / Controlled
- Effect: Limited / Standard / Great
#
No math. Pure fictional positioning.
"You're at Desperate position but Great effect"
Translates to: High risk, high reward
FORGED IN THE DARK DICE MODIFIERS
+1d / -1d modifiers stack simply
Devil's bargain: +1d but accept a complication
Push yourself: +1d but take stress
Assist: +1d from ally
#
Players never calculate. They grab dice.
DESIGN PRINCIPLE:
If your modifier system needs a cheat sheet, simplify it.
"Roll with disadvantage" beats "+1 +2 -1 +1d4 -2"
Anti-Patterns
---
Name
Mother May I Design
Description
Mechanics that force players to ask GM permission for everything
Why
When players constantly need to ask "Can I do X?" before taking action, agency transfers to the GM. Players become passive petitioners. The GM becomes a bottleneck and arbiter of all fun. This burns out GMs and frustrates players who want to be protagonists.
Instead
Give players clear procedures and resources they control. "You have 3 Flashback slots per score. Spend one to establish you already prepared for this." No permission needed.
Define what characters CAN do, not what they CAN'T. "Fighters can Cleave: when you drop an enemy, immediately attack another." Player owns this power. GM doesn't adjudicate it.
---
Name
The Death Spiral
Description
Mechanics where taking damage makes you less effective, accelerating defeat
Why
When wounds give penalties to action, injured characters become unable to contribute. The losing side loses faster. One bad roll cascades into certain defeat. Combat becomes a foregone conclusion after the first hit. Players with hurt characters sit out for the rest of the fight.
Instead
Separate "how hurt you are" from "how effective you are." HP represents stamina/luck until zero (sudden death/incapacitation). Wounds can have narrative weight without mechanical penalties.
Or lean INTO it deliberately (Dread's Jenga tower) where escalating tension is the point.
---
Name
Dump Stats
Description
Allowing players to minimize stats they consider useless
Why
When certain abilities rarely matter (Charisma for fighters, Strength for wizards), players dump them to 8 and never engage with those challenges. The game loses texture. Characters become one-dimensional. The GM can't create varied challenges.
Instead
Make every stat matter to every character, even if differently. Charisma = morale saves, reaction rolls, henchmen loyalty. Strength = encumbrance, forcing doors, climbing.
Or use unified stats (Blades in the Dark's Action Ratings) where there are no dump options.
---
Name
Analysis Paralysis in Creation
Description
Too many choices that freeze new players during character creation
Why
Presented with 50 skills, 200 feats, and 12 classes, new players feel overwhelmed. They fear making "wrong" choices. They spend an hour optimizing before playing one minute. Session zero becomes session-only.
Instead
Constrained choices: Pick from 3 options, not 30. Defaults: "If you don't want to choose, take this." Playbooks: One-page packages that work. Growth: Start simple, add complexity through play. Respec: Allow changing choices after seeing the game in action.
---
Name
The Combat Slog
Description
Fights that take an hour of real time to resolve minutes of fiction
Why
When combat takes 45 minutes for what should be a 2-minute fight, players check out. The story grinds to a halt. The GM dreads encounters. Players avoid fights not for story reasons but because they're boring.
Instead
Set encounter budgets: Most fights should take 15-20 minutes. Decisive blows: When the outcome is clear, end it narratively. Morale rules: Enemies flee or surrender at half strength. One-roll combat: For minor encounters, one roll determines outcome. Timers: "Your turn is 30 seconds. Don't know? You Dodge."
---
Name
Quantum Ogre Railroading
Description
Illusory choices where all paths lead to the same encounter
Why
"Whether you go left or right, you encounter the ogre." Players sense their choices don't matter. Agency becomes theater. Trust erodes. Eventually players disengage: "Just tell us what happens."
Instead
Prep situations, not plots. The ogre is in location A. If players go to B, B has its own content. Fronts/clocks advance regardless of player choices. Some content never gets seen. That's okay.
Or be transparent: "This is a linear adventure." Railroads with informed consent are fine.
---
Name
Whiff Factor
Description
Spending resources and time on actions that produce nothing
Why
"You miss. Nothing happens. Next turn." The player wasted their action, nothing changed, and play has no forward momentum. Repeated whiffs make players feel ineffective and bored.
Instead
Fail forward: Failure changes the situation, even negatively. "Your sword strikes the pillar. Stone chips fly. The guards notice." Partial success tiers: 7-9 in PbtA means something DOES happen. Resource cost: Even on a miss, you learn something or force a response.
---
Name
Trap Options
Description
Character choices that appear viable but are mechanically inferior
Why
Players who take the "cool but bad" option feel betrayed when they discover it doesn't work. System mastery becomes a barrier. New players are punished for not reading optimization guides. The game has a "hidden curriculum" that feels exclusionary.
Instead
All options should be viable. If something looks good, it IS good. Playtest with new players who pick intuitively. If an option is niche, SAY SO in the text. Cut options that don't carry their weight.
---
Name
GM Dependency
Description
Rules that require GM interpretation for basic play
Why
"The GM decides if this applies" 100 times per session burns out GMs. Different GMs run the same game differently, confusing players. New GMs feel unqualified without extensive system mastery. Online play becomes impossible without shared understanding.
Instead
Clear procedures: Step 1, Step 2, Step 3. Examples in text that establish precedent. Player-facing rules they can invoke. Default rulings for common edge cases.
---
Name
Feat Tax
Description
Required choices that gate basic competence
Why
"You need Weapon Focus, Weapon Specialization, and Power Attack to be a functional fighter." The first 6 levels are just paying taxes before you can play the character concept you wanted.
Instead
Baseline competence without choices. All fighters can fight. Feats/advances add options, not requirements. If everyone takes it, bake it into the class. No trap choices that skip "mandatory" feats.
Tabletop Rpg Design - Sharp Edges
Human Probability Intuition Is Wrong
Id
probability-intuition-failure
Severity
critical
Situation
Designer creates mechanic thinking "33% seems reasonable for difficult tasks." Playtesters report success rates feel off. Investigations reveal fundamental misunderstanding of probability psychology.
Why
Humans are terrible at intuiting probability. A 70% success rate FEELS like 50%. We overweight failures and remember them more vividly. Dice don't know they "should" succeed eventually. Streaks happen and feel rigged.
Key misunderstandings:
- "Due": Players expect success after multiple failures (gambler's fallacy)
- "Should": 80% success over 100 rolls includes runs of 5+ failures
- "Feels bad": 70% success means 30% of moments are disappointment
- "Swingy": d20 variance hides competence more than designers expect
Real numbers that match intuition:
- 85%+ feels "reliable" to players
- 50% feels like "coin flip chaos"
- 30% feels like "almost never works"
- "Difficult" tasks at 40% success feel PUNISHING
Solution
Design for FEEL, not mathematical elegance:
Test your mechanics at a table, not in spreadsheets
What feels good:
- Easy tasks: 95%+ (players get mad at 1-in-20 fails on "easy")
- Standard tasks: 75-85% (mostly succeed, occasionally interesting failure)
- Hard tasks: 60-70% (tense, meaningful risk)
- Very hard tasks: 40-50% (feel like long shots)
- Near impossible: 20-30% (miracle territory)
Give players agency over variance
- Advantage/disadvantage for tactical play
- Resources that ensure success (Stress in BitD)
- "Take 10" or "working carefully" for low-stakes rolls
Frame failure expectations
- "The dagger of truth succeeds 33% of the time, but reveals something useful even on failure" reframes the same odds.
Symptoms
- Playtesters say skills feel useless even with decent odds
- Players hoard limited resources because failure feels inevitable
- Crit-fishing becomes dominant strategy
- Player frustration about character concept viability
Detection Pattern
success.[0-3][0-9]%|target.1[5-9].d20|difficult.DC.*(15|16|17)
Modifier Stacking Creates Hidden Complexity
Id
hidden-complexity-explosion
Severity
critical
Situation
Designer creates elegant base mechanic (2d6+stat). Then adds situational modifiers. Players at the table spend 2 minutes calculating before each roll.
Why
Each individual modifier seems reasonable:
- +1 for high ground? Sure.
- +2 for flanking? Obvious.
- -2 for darkness? Makes sense.
- +1d6 for blessed weapon? Flavorful.
But modifiers MULTIPLY, they don't add:
- 4 possible modifiers = 16 combinations to check
- 6 possible modifiers = 64 combinations
- 8 possible modifiers = 256 combinations
Each roll becomes: "Wait, do I have... high ground? Am I flanking? Is it dark? Is my weapon blessed? Did the bard give me inspiration? Am I exhausted? Is the enemy prone? What was my skill again?"
Solution
MAXIMUM 3 modifier sources per roll:
Blades in the Dark approach:
1. Base dice pool (from rating) 2. +/- 1d from position/factors 3. Optional: Push yourself, devil's bargain, assist
D&D 5e Advantage approach:
- All situational modifiers → Advantage OR Disadvantage
- They cancel out, no stacking
- "You have advantage" = done
Bounded accuracy:
- Modifiers cap at +/- 5 regardless of sources
- Players don't need to count everything
Design rule:
IF modifier calculation takes > 10 seconds, the system is too complex.
Symptoms
- Rolls take longer than actions
- Players asking "wait, does X apply?"
- Cheat sheets for modifier stacking
- Rules lawyers dominating table time
- New players feeling overwhelmed
Detection Pattern
\+[0-9].\+[0-9].\+[0-9]|modifier.stack|cumulative.bonus
Special Cases Accumulate Into Incoherence
Id
special-case-proliferation
Severity
high
Situation
Designer wants to add flavor to different weapons. Creates unique rules for swords, axes, maces, polearms, etc. Players can't remember which rule applies.
Why
Special cases seem flavorful in isolation:
- "Maces ignore 2 points of armor" (sensible physics)
- "Polearms get first strike against charges" (realistic)
- "Daggers can be thrown as a bonus action" (cool versatility)
- "Swords parry for +2 AC" (classic fencing)
But in play:
- Every weapon becomes an exception to look up
- "What does my weapon do again?" every combat
- Balance becomes impossible (one combo dominates)
- Rule INTERACTIONS create geometric complexity
(mace + charge + darkness + prone = 8 rules to check)
The D&D 3.5 weapon table had 25+ unique properties. Nobody used them correctly.
Solution
TEMPLATES over unique rules:
Weapon Tags (like Dungeon World)
Small set of reusable properties
Tags: Close, Reach, Messy, Precise, Forceful, Slow
- Sword: Close, Precise
- Axe: Close, Messy
- Polearm: Reach, Slow
- Dagger: Close, Precise, +Thrown
Players learn 6 tags, not 25 special cases
Alternative: All weapons are functionally similar
"A sword and an axe are both d8 damage"
Flavor is fiction, not mechanics
This is the Blades in the Dark approach
The 80/20 rule:
If 80% of your weapons are special in different ways, none of them are special. Standouts need standout contrast.
Symptoms
- Players asking weapon rules mid-combat
- Optimization guides ranking weapons by special rules
- One weapon becoming best due to rule combo
- Designer adding more rules to fix balance
Detection Pattern
special.weapon|unique.property|exception.*when
Long Skill Lists Create Paradox of Choice
Id
skill-list-bloat
Severity
high
Situation
Designer creates 40-skill list for verisimilitude. Players freeze during character creation. In play, obscure skills never trigger.
Why
"We need Acrobatics AND Athletics" seems reasonable. "Animal Handling separate from Nature" makes sense. "Craft (Basket Weaving)" exists for completeness.
Result:
- Character creation takes an hour of skill allocation
- Analysis paralysis on every roll: "Is this Athletics or Acrobatics?"
- 20 skills that never come up in 95% of campaigns
- Dump skills everyone ignores (Profession: Sailor)
- GM adjudicates edge cases constantly
Pathfinder 1e: 35 skills D&D 5e: 18 skills Blades in the Dark: 12 action ratings Apocalypse World: 5 stats
Correlation: Fewer skills = faster, more decisive play
Solution
The 12-Skill Maximum Rule
If you have more than 12 skills, you're splitting hairs.
Skill Collapse examples:
Instead of: Acrobatics, Athletics, Climb, Jump, Swim
Use: "Physical" or "Body"
Instead of: Deception, Intimidation, Persuasion, Performance
Use: "Influence" or "Sway"
Blades in the Dark's 12 Action Ratings:
Attune, Command, Consort, Finesse, Hunt, Prowl, Skirmish, Study, Survey, Sway, Tinker, Wreck
Every action in the game maps to one of these.
No confusion about which skill applies.
Design test: Read your skill list.
For each skill, ask: "When did this LAST come up in a session?"
If you can't recall a specific instance, cut or merge it.
Symptoms
- Players cannot decide which skill to use
- Skills with 0 ranks on every character sheet
- Skill synergy rules adding complexity
- Single-skill characters dominating identity
Detection Pattern
skills:.\n.\n.\n.\n.\n.\n.\n.\n.\n.\n.\n.\n.*\n
Advancement That Doesn't Change Play
Id
advancement-treadmill
Severity
high
Situation
Characters level from 1 to 10. Monsters scale proportionally. The level 10 experience is mechanically identical to level 1, just bigger numbers.
Why
Designers add levels because players expect progression. Monsters scale with levels because CR must match. Result: Level 10 fighter hits +15 vs AC 25 (50% hit rate) Level 1 fighter hits +5 vs AC 15 (50% hit rate)
The numbers changed. The EXPERIENCE is identical.
This is the "treadmill":
- You run faster, but the world runs faster too
- Nothing you gained matters against level-appropriate foes
- Low-level threats become trivial (boring, not empowering)
- The game ignores its own world (why are level 20 bandits guarding this?)
World of Warcraft suffers this: Level 60 content is abandoned. Tabletop games can choose differently.
Solution
Capability Expansion Over Number Inflation:
Level 1: You can fight one enemy Level 5: You can fight multiple enemies (Cleave, etc.) Level 10: You can lead armies (mass combat rules unlock)
Bounded Accuracy (D&D 5e's innovation):
- Bonuses don't scale as dramatically
- Level 1 goblins still threaten level 10 characters (in numbers)
- Ancient dragon is scary for mathematical reasons, not scaling
Blades in the Dark approach:
- Crew tier provides narrative permission, not combat stats
- Tier 3 crew can tackle Tier 3 scores
- You don't become "stronger," you become more influential
OSR approach:
- Levels provide HP/saves primarily
- A level 10 fighter still rolls d20 + small modifier
- Competence shows in survival, not domination
The Test: "Would a level 10 session PLAY differently than level 1?"
If it's just bigger damage vs bigger HP, you've failed.
Symptoms
- Players feeling no sense of growth
- GM scaling all encounters to party level
- Old content becoming "useless"
- Players asking "what's the point of leveling?"
Detection Pattern
\+[0-9]+.level|scale.CR|appropriate.*level
Mechanics That Concentrate Spotlight
Id
spotlight-hoarding-mechanics
Severity
high
Situation
The Rogue has the only skill for picking locks. Every locked door means the Rogue acts while 4 other players watch. For 10 minutes. Repeatedly.
Why
Specialists make sense in fiction (the party lockpick expert). But unique capabilities create:
- Spotlight hoarding (one player for one challenge type)
- Passive waiting (others have nothing to do)
- Fragility (if the Rogue is absent, locked doors are impossible)
- Boredom (the Fighter player during social intrigue scenes)
Traditional party roles exacerbate this:
- Only the Cleric heals (Cleric acts every combat recovery)
- Only the Wizard knows Arcana (Wizard player during mysteries)
- Only the Thief finds traps (Thief player during dungeons)
Solution
Shared Competence, Unique Excellence:
Everyone can attempt to pick a lock at baseline. The Rogue does it better/faster/quieter. "Who wants to try?" instead of "Rogue, roll."
Group Actions (Blades in the Dark):
One person leads, others can assist. Everyone participates. Best roller determines outcome. "The whole crew sneaks past the guards" involves everyone.
Scene Rotation Mechanics:
Downtime activities give each character personal scenes. The Fighter's "training" scene, the Wizard's "research" scene. Mechanical prompts ensure spotlight rotation.
Multiple Solution Paths:
Locked door? Rogue picks it, Fighter bashes it, Wizard finds a spell, Bard convinces someone to open it. No single solution path. Every character can contribute.
The 3-Player Test:
Run your game with 3 players. Is one player passive for more than 10 minutes at a stretch? Fix that.
Symptoms
- One player acting while others watch
- Class-specific moments excluding other players
- Players leaving table during certain scenes
- Session recaps focus on 1-2 characters
Detection Pattern
only.can|unique.ability|specialist.*required
Permadeath Without Narrative Weight
Id
death-is-boring
Severity
high
Situation
Character dies to random encounter. Player sits out for rest of session. New character appears next scene with minimal story justification.
Why
Character death can be meaningful:
- Heroic sacrifice (player choice)
- Consequence of dramatic failure (climactic moment)
- Stakes enforcement (decisions have weight)
Character death is often meaningless:
- Random crit from random monster
- Cascade failure (death spiral)
- "Welp, I'm dead. Here's my new guy, Derek."
Meaningless death:
- Player excluded from play (boring)
- No narrative impact (just a speed bump)
- Discourages investment (why bother with backstory?)
- Can feel punitive (bad luck → punishment)
Solution
Graduated Consequences:
Death should be the LAST consequence, not the first. 1. Injury/Harm (short-term penalty) 2. Trauma/Scars (long-term penalty) 3. Debt/Obligation (narrative complication) 4. Captured/Separated (removes from scene, not game) 5. Death (final, meaningful, player-agreed)
Player Agency in Death:
"You can survive, but [terrible consequence]. Or die here." Give the PLAYER the choice, not the dice. Death as player authorship, not random outcome.
The Blades in the Dark model:
- Trauma removes characters (but they're alive)
- Death requires specific fiction (not HP reaching zero)
- Player can retire character instead of die
OSR model:
- Death is common and expected
- Character creation is 5 minutes
- Investment is in the PARTY, not individuals
- Replacement character enters immediately
Pick one philosophy and commit to it.
Symptoms
- Players detached from characters
- Replacement characters that are basically the same
- Sessions where someone dies early and sits out
- Risk-averse play to avoid random death
Detection Pattern
death.0 HP|killed.roll|die.*failure
Initiative Systems That Kill Momentum
Id
initiative-bottleneck
Severity
high
Situation
Combat begins. Everyone rolls initiative. GM sorts. First player acts. 15 minutes later, the last player in order takes their first turn.
Why
Traditional initiative: 1. Everyone rolls (1-2 minutes with 6 players) 2. GM sorts and records (1 minute) 3. Each turn takes 2-3 minutes 4. With 5 enemies: 10 turns to cycle 5. 20-30 minutes before player 6 acts again
Players wait. Phones come out. Engagement dies. "It's your turn. What do you do?" "Wait, what happened?"
Furthermore:
- Initiative modifiers create fixed turn order
- Fast characters ALWAYS go first (boring)
- One player always waits longest (unfun)
Solution
Popcorn Initiative (13th Age):
Current player chooses who goes next. "I fire my bow. Rogue, you're up!" Players stay engaged because they might be called. Last person before enemies picks first person after.
Side Initiative (B/X D&D):
Each SIDE rolls once. Party goes or enemies go. Entire party acts in any order. "We go first - everyone, what do you do?"
Fiction-First (Dungeon World):
No initiative roll. GM addresses whoever is in danger. "The orc swings at you - what do you do?" Spotlight moves based on fictional positioning.
Clock-Based (Blades in the Dark):
No turns. Players describe actions, GM judges position/effect. Action flows narratively. "Clock fills" is the progress marker.
Speed-Based (but good):
Fast turns (30-second timers enforced). Declare actions simultaneously, resolve in order. "I'm going to attack" / "I'm going to heal" - fast declarations.
The 2-Minute Rule:
No single turn should take more than 2 minutes. If it does, your combat system is too complex.
Symptoms
- Players on phones during combat
- Wakeup calls when it is finally your turn
- Combat taking 60+ minutes
- Players dreading initiative
Detection Pattern
initiative.roll|turn.order|round.*sequence
Exhaustive Equipment Lists That Slow Play
Id
equipment-list-paralysis
Severity
medium
Situation
Player wants to buy rope. Book has 15 types of rope across 3 pages. 15-minute shopping trip ensues. Adventure never starts.
Why
Equipment lists aim for verisimilitude:
- "We should have different types of rations"
- "Silk rope vs hemp rope matters!"
- "Prices for everything in the world"
Result:
- Character creation includes 30-minute shopping
- Players ask "how much is a cow?" in every town
- Encumbrance calculations never end
- The game becomes a shopping simulator
Nobody remembers if they bought a crowbar. The 10-foot pole meme exists because ITEMS DON'T MATTER except when they specifically do.
Solution
Load/Loadout Systems:
Blades in the Dark: "Light, Normal, Heavy load." Choose a number, then decide what's in it DURING play. "I check my belt. Do I have chalk?" (check a box)
Abstract Wealth:
Resources track (Poor/Moderate/Wealthy/Rich) "Can I afford a horse?" → Roll Resources. No prices. No counting coins.
Kit-Based:
"Explorer's Kit: rope, torches, rations, climbing gear" Buy the kit. Don't itemize. Done.
The Dungeon World Approach:
Adventuring Gear: 5 uses. "I check my pack for a mirror." "Yes, you have one. Mark 1 use of Adventuring Gear."
If players are shopping for more than 5 minutes,
your equipment system has failed.
Symptoms
- Sessions starting with extended shopping
- Players asking prices constantly
- Arguments about encumbrance
- Forgetting to buy critical items ruins adventures
Detection Pattern
equipment.list|price.table|encumbrance.*weight
Social Mechanics That Feel Like Combat
Id
social-combat-failure
Severity
medium
Situation
Designer creates elaborate social combat system. Players treat NPCs as HP bars to whittle down. Roleplay disappears. It's just "I roll Persuasion."
Why
Social "combat" systems assume:
- NPCs have "social HP" (influence points, resistance)
- Players attack with skills (Intimidate for damage)
- Victory = HP reaches zero
This:
- Removes roleplay ("I roll to convince him")
- Makes NPCs into obstacles, not characters
- Creates weird fiction ("I intimidated him 6 times, he's convinced")
- Misunderstands human interaction (it's not hit points)
Solution
Disposition + Leverage (The Sprawl, etc.):
NPCs have a stance: Hostile/Unfriendly/Neutral/Friendly/Helpful One roll determines if stance shifts. Leverage affects target difficulty. "She's Unfriendly. You need leverage to make her listen."
Fiction-First Social:
What the player SAYS matters. A good argument changes the difficulty. The roll determines if delivery lands, not if the idea works. "That's a compelling point, roll with advantage."
NPC Wants and Fears:
Every NPC has: Want, Fear, Weakness. Players discover these through roleplay. Knowing them gives mechanical advantage. "You found out he fears exposure. +2 to blackmail."
No Social HP:
Single rolls with consequences. "On a failure, you've offended them. Stance worsens." Relationships aren't depleted, they're complicated.
The Roleplay Test:
If your social system works identically with no acting, you've designed social combat. Consider if that's what you want.
Symptoms
- Treating NPC conversations as HP to deplete
- Players not roleplaying, just rolling
- NPCs feeling like obstacles
- Social encounters feeling like grind
Detection Pattern
social.combat|influence.points|persuasion.*damage
Clues Locked Behind Skill Checks
Id
investigation-bottleneck
Severity
medium
Situation
Critical clue requires Perception check. Everyone fails. Investigation stalls. GM awkwardly forces the clue. Players feel stupid or cheated.
Why
Traditional mystery design:
- Clue exists in location
- Player must roll Investigate to find it
- Failure = no clue
Problems:
- Random failure halts plot
- GM has to improvise backup
- Players don't feel clever (just lucky)
- Stakes of rolls are wrong (fail = boring, not interesting)
Solution
GUMSHOE System's Core Insight:
Finding clues is automatic. The roll is for EXTRA information. "You find the bloodstain. Roll Forensics for details." Pass: "It's 3 hours old, the killer is left-handed." Fail: "It's blood. Human. Recent." Either way, investigation proceeds.
The Three-Clue Rule (Robin Laws):
Every conclusion should have THREE paths to it. Miss one clue? Two others exist. Redundancy ensures progress.
Player-Facing Clues:
Put the clue in the open. The INTERPRETATION is the puzzle. "You see the butler's shoes are muddy." (automatic) Players figure out what that means.
Fail Forward Investigation:
Failure doesn't hide the clue. Failure adds complication (you find it, but they know you looked). Or time cost (you find it, but you're late to the rendezvous).
Never lock progression behind a single roll.
Symptoms
- Investigations stalling
- GM handing out clues after failed rolls
- Players feeling like dice determine story
- Mystery solutions feeling random
Detection Pattern
investigate.check|perception.find|hidden.*DC
Character Death in One-Shots Removes Players
Id
one-shot-character-death
Severity
high
Situation
One-shot session. Hour 2 of 4. Character dies. Player sits for 2 hours or awkwardly introduces a new character with zero investment.
Why
One-shots have different death calculus:
- No resurrection coming next session
- No time to build new character properly
- Player excluded from remainder of experience
- Narrative has no time to address death meaningfully
Character death works in campaigns (consequences matter, return possible). In one-shots, death is purely punitive.
Solution
Death is Off the Table:
Explicitly: "In this one-shot, death is not a consequence." Failure means capture, injury, complication - not removal. The story needs all protagonists for 4 hours.
Death as Endgame:
Death only possible in climax. Dying in the final battle = heroic. Dying in hour 1 = sitting out.
Immediate Return:
"Your ghost continues to aid the party." "You're unconscious but roll at disadvantage to advise." Mechanical presence continues even after "death."
Troupe Play:
Each player has 2-3 characters. Death removes ONE character, player switches. Investment is distributed.
One-Shot-Specific Mechanics:
Dread: Death = elimination, but that's the GENRE (horror). Everyone expects to die. The tower fall IS the drama. Know your game's relationship to death.
Symptoms
- Player sitting out of one-shot
- New character appearing with no setup
- Tension around death ruining fun
- One-shots ending early due to TPK
Detection Pattern
one-shot.death|session.character.*die
Tabletop Rpg Design - Validations
Punishing Difficulty Numbers on d20
Id
punishing-target-numbers
Severity
warning
Type
regex
Pattern
- DC\s*(1[8-9]|2[0-5])
- target.number.(1[8-9]|2[0-9])
- difficulty.*(1[8-9]|2[0-5])
Message
High target numbers (18+) on d20 create feel-bad failure rates. DC 18 = 15% success for untrained, 35% for trained (+4).
Fix Action
Consider lower DCs with interesting failure consequences, or advantage/disadvantage system
Applies To
- */.md
- */.txt
- /rules/
- /mechanics/
Binary Pass/Fail Without Gradation
Id
whiff-factor-binary
Severity
warning
Type
regex
Pattern
- success.failure.nothing
- fail.*try again
- on a failure.*happens
Message
Binary success/failure creates whiff factor. Players spending actions for 'nothing happens' is unfun.
Fix Action
Add partial success tier (7-9 in PbtA) or fail-forward consequences
Applies To
- */.md
- */.txt
- /rules/
- /mechanics/
Multiple Modifier Sources
Id
modifier-stacking-complexity
Severity
warning
Type
regex
Pattern
- \+[0-9].\+[0-9].\+[0-9]
- bonus.*stack
- cumulative.*modifier
- add.bonus.from
Message
Multiple stacking modifiers slow play and create rules-lawyer opportunities. Consider advantage/disadvantage or position/effect instead.
Fix Action
Collapse to 3 max modifier sources: base + situational + special
Applies To
- */.md
- */.txt
- /rules/
Wound Penalties Creating Death Spiral
Id
death-spiral-penalty
Severity
warning
Type
regex
Pattern
- wound.*-[0-9]
- injury.*penalty
- damage.reduces.ability
- hurt.*disadvantage
Message
Wound penalties create death spirals where injured characters become less effective, accelerating their demise.
Fix Action
Separate 'wounded state' from 'combat effectiveness' or make wounds narrative only
Applies To
- */.md
- */.txt
- /combat/
Excessive Skill List
Id
skill-list-bloat
Severity
info
Type
regex
Pattern
- skills?:.\n(.\n){15,}
- skill list:.\n(.\n){12,}
Message
Skill lists beyond 12 skills create choice paralysis and unused options. PbtA uses 5 stats, BitD uses 12 action ratings.
Fix Action
Consolidate overlapping skills. 'Athletics' covers climb, swim, run. 'Influence' covers persuade, intimidate, deceive.
Applies To
- */.md
- */.txt
- /character/
Obvious Dump Stat Design
Id
dump-stat-trap
Severity
warning
Type
regex
Pattern
- charisma.only.social
- intelligence.*wizard
- rarely.used.stat
Message
Stats that don't matter for certain builds become dump stats. Every stat should matter to every character.
Fix Action
Add secondary uses: Charisma for morale, Intelligence for knowledge, Strength for encumbrance
Applies To
- */.md
- */.txt
- /character/
Potentially Unviable Option
Id
trap-option-design
Severity
info
Type
regex
Pattern
- situational.*use
- rarely.*applicable
- niche.*ability
Message
Niche options that rarely apply can be trap choices for inexperienced players. Consider if this option earns its rules-space.
Fix Action
Either make the option more broadly useful or explicitly label it as situational
Applies To
- */.md
- */.txt
- /abilities/
- /feats/
Complex Character Creation
Id
character-creation-time
Severity
info
Type
regex
Pattern
- step [5-9]
- step 1[0-9]
- calculate.*derived
- consult.*table
Message
Character creation with 5+ steps or table lookups takes too long for one-shots. Target 15 minutes.
Fix Action
Use playbooks, pregens, or 'quick start' rules for one-shots
Applies To
- */.md
- */.txt
- /character/
Combat Duration Risk
Id
combat-slog-indicators
Severity
warning
Type
regex
Pattern
- round.*[5-9]
- each.round.player
- initiative.order.maintain
- track.*hit points
Message
Systems tracking many rounds, individual initiative, and HP can lead to 45+ minute combats. Consider streamlined alternatives.
Fix Action
Add morale rules, decisive blow mechanics, or one-roll resolution for minor encounters
Applies To
- */.md
- */.txt
- /combat/
Single Character Required for Task
Id
spotlight-hoarding
Severity
warning
Type
regex
Pattern
- only.*can
- requires.*class
- must have.*skill
- necessary.*ability
Message
Tasks requiring specific characters create spotlight hoarding. Other players sit idle.
Fix Action
Allow multiple solutions or group actions where everyone participates
Applies To
- */.md
- */.txt
- /rules/
Complex Initiative System
Id
initiative-complexity
Severity
info
Type
regex
Pattern
- roll.initiative.modifier
- initiative.order.each.*round
- re-roll.*initiative
Message
Complex initiative systems slow combat start. Consider side-based, popcorn, or fiction-first initiative.
Fix Action
Simplify: side initiative (party rolls once), popcorn (players choose order), or no initiative (fictional positioning)
Applies To
- */.md
- */.txt
- /combat/
Rules Requiring GM Interpretation
Id
gm-dependency
Severity
info
Type
regex
Pattern
- GM decides
- DM discretion
- referee determines
- narrator chooses
Message
Frequent GM interpretation requirements burn out GMs and create table-to-table inconsistency.
Fix Action
Add procedures, tables, or default rulings. 'If unclear, assume the player succeeds with a complication.'
Applies To
- */.md
- */.txt
- /rules/
Vague Procedural Guidance
Id
missing-procedure
Severity
info
Type
regex
Pattern
- when.*appropriate
- as.*needed
- the GM should
- if.*makes sense
Message
Vague guidance ('when appropriate') leaves GMs guessing. Clear procedures help new GMs.
Fix Action
Add step-by-step procedure or triggers: 'Roll for random encounter every 2 turns'
Applies To
- */.md
- */.txt
- /gm/
Forced Encounter Design
Id
quantum-ogre
Severity
info
Type
regex
Pattern
- regardless.*path
- whichever.*direction
- no matter.*choice
Message
Encounters that happen regardless of player choice (quantum ogre) undermine agency. Players sense illusory choice.
Fix Action
Prep situations in locations. If players don't go there, the content stays there (or advances independently via clocks).
Applies To
- */.md
- */.txt
- /adventures/
Critical Clue Behind Single Roll
Id
clue-behind-roll
Severity
warning
Type
regex
Pattern
- roll.find.clue
- check.discover.evidence
- perception.notice.hidden
- search.success.reveals
Message
Locking critical clues behind single rolls stalls investigations on failed rolls.
Fix Action
GUMSHOE principle: finding clues is automatic, rolls are for extra details. Or use Three-Clue Rule (redundant paths).
Applies To
- */.md
- */.txt
- /investigation/
- /mystery/
No Safety Tool Reference
Id
missing-safety-tools
Severity
info
Type
regex
Pattern
- ^(?!.x-card)(?!.lines.veils)(?!.safety).*$
Message
Consider including safety tool references (X-Card, Lines and Veils, Script Change) in core rules or Session Zero guidance.
Fix Action
Add a Safety Tools section referencing established techniques
Applies To
- /session-zero/
- /introduction/
- /core-rules/
Permission-Based Design
Id
mother-may-i
Severity
warning
Type
regex
Pattern
- ask.GM.permission
- GM.*allows
- if.GM.permits
- request.DM.approval
Message
Permission-based mechanics ('ask the GM if...') transfer agency to GM and create bottlenecks.
Fix Action
Give players resources they can spend without permission. Flashbacks in BitD, Fate points, etc.
Applies To
- */.md
- */.txt
- /rules/
Level-Based Number Inflation
Id
numerical-inflation
Severity
info
Type
regex
Pattern
- level.*\+[0-9]
- per.level.bonus
- scale.with.level
Message
If progression is primarily numerical (+X per level), gameplay doesn't change. Level 10 feels like level 1 with bigger numbers.
Fix Action
Add capability expansion: new abilities that change WHAT you can do, not just how well you do it
Applies To
- */.md
- */.txt
- /advancement/
- /progression/
Prerequisite Chain Depth
Id
feat-tax-pattern
Severity
info
Type
regex
Pattern
- requires.*prerequisite
- must.have.before
- unlock.after.taking
Message
Deep prerequisite chains (feat taxes) delay character concepts. Players spend early levels paying entry fees.
Fix Action
Reduce chains to 1 prerequisite max, or remove prerequisites entirely
Applies To
- */.md
- */.txt
- /feats/
- /abilities/
Exhaustive Equipment Lists
Id
equipment-list-length
Severity
info
Type
regex
Pattern
- equipment.*table
- price.*list
- item.cost.weight
Message
Long equipment lists with individual prices slow character creation and create shopping sessions.
Fix Action
Use loadout systems (light/medium/heavy), abstract wealth, or equipment kits
Applies To
- */.md
- */.txt
- /equipment/
- /gear/
Social HP System
Id
social-combat-hp
Severity
info
Type
regex
Pattern
- social.*hit points
- influence.*points
- persuasion.*damage
- reduce.*resistance
Message
Social 'HP' systems make NPCs feel like obstacles to whittle down, not characters to engage with.
Fix Action
Use disposition shifts, NPC wants/fears, or single-roll social resolution
Applies To
- */.md
- */.txt
- /social/
- /intrigue/
PbtA Stat Range Issues
Id
pbta-stat-range
Severity
warning
Type
regex
Pattern
- stat.*\+[4-9]
- modifier.*\+[4-9]
- bonus.greater.\+3
Message
2d6+stat systems break with stats beyond +3. A +4 modifier makes 10+ (full success) nearly guaranteed (83%).
Fix Action
Keep PbtA stats in -1 to +3 range. Use different advancement (new moves, not higher stats).
Applies To
- */.md
- */.txt
- /pbta/
- /apocalypse/
FitD Action Rating Proliferation
Id
fitd-action-bloat
Severity
info
Type
regex
Pattern
- action.rating.1[5-9]
- actions:.\n(.\n){14,}
Message
Forged in the Dark works with ~12 action ratings. More creates overlap and decision paralysis.
Fix Action
Consolidate similar actions. If in doubt, cut rather than add.
Applies To
- */.md
- */.txt
- /fitd/
- /blades/