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 Rules define how to play.
Extensions define how the game behaves.
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.
Question answered:
What is the minimum needed to play No-Dice?
The Core Rules contain:
With only the Core Rules, you can already:
The Core Rules are:
Everything else in the system is optional.
All entities in No-Dice are represented as Actors.
Actors can describe:
Actors may:
This unified model allows content from almost any RPG system to be translated into No-Dice without special cases.
Question answered:
How detailed, gritty, or complex is play?
Extensions are optional rule modules that add or modify mechanical behavior.
They:
Examples of what Extensions do:
Key rule:
Extensions never depend on Content Packs.
An Extension must stand on its own and degrade gracefully when disabled.
Question answered:
What kind of world are we playing in?
Content Packs are curated collections of fictional material designed to work with one or more Extensions.
They typically include:
Content Packs may:
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.
A GM builds a game by choosing:
Examples:
Nothing is locked in. Everything is remixable.
No-Dice is designed to emulate, not replicate, other RPG systems.
Using:
a GM can take:
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.
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.