====== How No-Dice Is Organized ====== No-Dice RPG is built in **layers**, not silos. Each layer answers a different question and can be combined flexibly to support many play styles and genres. At a high level: > **[[core:start|Core Rules]] define how to play.** > **[[extensions:start|Extensions]] define how the game behaves.** > **[[content-packs:start|Content Packs]] define what exists in the world.** This separation allows No-Dice to remain rules-light at its core while scaling up to support complex campaigns and many genres. ---- ===== 1. Core Rules ===== **Question answered:** //What is the minimum needed to play No-Dice?// The Core Rules contain: * The **[[core:conflicts:start|Conflicts]]** (conflict resolution, cards, bids, outcomes) * The absolute minimum additional rules needed to run a card-driven, quasi-RPG experience With only the Core Rules, you can already: * Resolve conflicts * Represent Actors * Run short scenarios or tactical encounters The Core Rules are: * genre-agnostic * setting-neutral * intentionally small and stable Everything else in the system is optional. ---- ===== 2. Actors (The Universal Model) ===== All entities in No-Dice are represented as **[[core:actors:start|Actors]]**. Actors can describe: * **People** (PCs, NPCs, monsters) * **Places** (terrain, buildings, cities, planets) * **Things** (equipment, vehicles, objects) Actors may: * participate in conflicts * hold Extensions * apply Abilities or Conditions * inherit effects from other Actors This unified model allows content from almost any RPG system to be translated into No-Dice without special cases. ---- ===== 3. Extensions ===== **Question answered:** //How detailed, gritty, or complex is play?// [[extensions:start|Extensions]] are **optional rule modules** that add or modify mechanical behavior. They: * introduce new systems (not new fiction) * define **how** things work, not **what** things exist * are setting-agnostic by default * can be enabled or disabled independently Examples of what Extensions do: * define how equipment functions * add hit locations or injuries * introduce magic or other extraordinary powers * enable social conflict, vehicles, or downtime play **Key rule:** > Extensions never depend on Content Packs. > An Extension must stand on its own and degrade gracefully when disabled. ---- ===== 4. Content Packs ===== **Question answered:** //What kind of world are we playing in?// [[content-packs:start|Content Packs]] are **curated collections of fictional material** designed to work with one or more Extensions. They typically include: * lists of People, Places, and Things * genre-appropriate assumptions * example Actors and templates * guidance for converting material from other RPGs Content Packs may: * **recommend** Extensions * **assume** certain mechanics are available * suggest optional rules for tone or grit **Key rule:** > Content Packs may depend on Extensions. > Extensions never depend on Content Packs. This one-way dependency keeps the system modular and future-proof. ---- ===== 5. Putting It Together ===== A GM builds a game by choosing: - **The Core Rules** (always on) - **A small number of Extensions** (how crunchy?) - **One or more Content Packs** (what kind of world?) Examples: * //Fantasy + Sword & Sorcery// Content Pack * with //Equipment// and //Injury// Extensions * //Modern + Espionage// Content Pack * with //Social Conflict// and //Reputation// Extensions * //Sci-Fi + Space Opera// Content Pack * with //Vehicles// and //Mythic// Extensions Nothing is locked in. Everything is remixable. ---- ===== 6. Conversion Philosophy ===== No-Dice is designed to **emulate**, not replicate, other RPG systems. Using: * **Conversion Guides** * **Extensions** * **Content Packs** a GM can take: * characters * monsters * equipment * adventures from another RPG and represent them as No-Dice Actors with equivalent narrative weight and mechanical function. The goal is not 1:1 math — but **1:1 meaning at the table**. ---- ===== 7. Design Principle ===== > **If it can be described as People, Places, and Things,** > **It can be played in No-Dice.** Everything in the system exists to support that promise.