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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:
- The Core Kernel (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 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 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 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.
