Table of Contents

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 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.


1. Core Rules

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.


2. Actors (The Universal Model)

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.


3. Extensions

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.

4. Content Packs

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.


5. Putting It Together

A GM builds a game by choosing:

  1. The Core Rules (always on)
  2. A small number of Extensions (how crunchy?)
  3. One or more Content Packs (what kind of world?)

Examples:

Nothing is locked in. Everything is remixable.


6. Conversion Philosophy

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.


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.