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Principia Rationis Alterius Mundi

Page history last edited by PBworks 16 years, 12 months ago

Principia Rationis Alterius Mundi

The phrase "Principia Rationis Alterius Mundi" is Latin for "The Principles Underlying the Design of another World."


The Principle of Interactivity:

Everything in Ebrys should be directed at things the heroes can interact with. This is also known as the Fourfold Principle, because to qualify as interactive, every element must be related to a problem, threat, resource, or reward that could plausibly involve the heroes.


The Corollary of History:

History is driven by the need for action, adventure, intrigue, villainy, and daring in the present day. Thus, the period beginning in the year 14380 is the most important watershed in the history of Ebrys.


The Corollary of Interest:

The setting should not describe or detail anything that is inert; that is, all content that is detailed should be plausibly of interest to the goal-seeking behaviour* of player-characters at some point in the game.


The Principle of Depth:

Changes caused by heroes have consequences that cascade through the setting and thereby provide feedback or consequences for them. The changeable elements should be related back onto each other over and over again to satisfy this principle.


The Principle of Breadth:

Ebrys should "say yes" to as many ideas as it can, and be open to player suggestions. Despite the level cap, this probably makes the setting qualify as high fantasy, especially as one gets into more exotic lands.


The Combined Method


All of these come together in the following method:


  1. Take something OGC
  2. Using that as the base, make a problem, threat, resource, or reward.
  3. Now connect it to at least one other existing element in the game setting.
    1. Connect the elements using a problem, threat, resource, or reward.
  4. Repeat step 1.

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