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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:

  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:

  • 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.