System Design Principles
Overview
This document defines the first-pass design goals for a tabletop roleplaying game set in The Resonance Cosmos.
The system should support adventurous play in a world shaped by resonance, law, memory, danger, and difficult coexistence between peoples, places, institutions, and metaphysical forces. It should feel capable of supporting travel, diplomacy, ritual risk, social legitimacy, magical cost, exploration, and moments of sharp consequence without collapsing into either pure tactical miniatures play or loose narrative freeform.
The current aim is a collaborative fantasy adventure game with clear procedures, meaningful character differentiation, and strong setting identity. Its rules should draw on the narrative consequence logic of Powered by the Apocalypse, the character identity and dramatic pressure of White Wolf-style play, and the tactile pool-building feel of Shadowrun without importing attributes, numerical health, roll addition, or counted-success resolution.
Focus Eras
The setting, TTRPG, and later adaptation material should use the following focus-era abbreviations when a rule, item, threat, scene, or campaign frame depends on technological and social baseline.
These are broad real-world-equivalent reference bands, not final setting-calendar dates. A specific world, region, vessel culture, post-collapse society, magical civilization, or far-future archive may sit outside its expected band.
| Abbrev. | Era | Rough Reference Band | Use |
|---|---|---|---|
|
Medieval Ages |
c. |
Castles, guilds, pilgrim roads, hand weapons, early universities, court law, local lordship, temple authority, common ritual practice. |
|
Industrialization Age |
c. |
Factories, rail, steam, telegraph, mass print, early firearms modernization, urban labor, empire logistics, industrial pollution. |
|
Modern Age |
c. |
Mechanized war, radio, aviation, electricity, modern bureaucracy, mass media, antibiotics, computing origins, nation-scale institutions. |
|
Post-Modern Age |
c. |
Network society, cybernetics, surveillance, platform power, smart weapons, corporate sovereignty, cyberpunk-like cities, hybrid magic-tech systems. |
|
Early Spacefaring |
c. |
Orbital industry, lunar or planetary bases, fusion or advanced drives, habitats, near-system politics, early starship operations. |
|
Far Future |
c. |
Mature interstellar civilization, exotic physics, artificial ecologies, deep-time archives, advanced vessels, large-scale resonance engineering. |
Use the abbreviation first when tagging compact rules content, then use the full era name where clarity matters. For example: PM smart pistol, ES vacuum suit, or ME warded pilgrim cloak.
Primary Play Goals
The rules should produce a table experience built around a few recurring strengths.
First, actions should feel consequential. Characters in this setting live inside systems of law, memory, obligation, scarcity, and metaphysical cost. The game should therefore make risky action matter and should preserve aftermath instead of erasing it too quickly.
Second, the system should reward prepared, grounded play. Investigation, negotiation, travel planning, ritual care, social recognition, and knowledge of local custom should matter alongside direct confrontation.
Third, the rules should support both ordinary mortal stakes and contact with larger cosmic structures. A village dispute, a river passage conflict, an oath ceremony, a corrupted sanctuary, and a dangerous encounter with a Resonant-tainted phenomenon should all feel playable within the same broader framework.
Fourth, the game should preserve setting distinctiveness. Species, civilizations, places, and magical traditions should not read as generic fantasy skins on a universal chassis. The procedures should help players feel the difference between a Foldward reserve negotiation, a Headwater escort problem, a Serathic standing dispute, and a Thaluren return-law crisis.
System Priorities
The early rules should favor clarity over exhaustiveness.
Resolution should be fast enough to keep scenes moving, but not so thin that planning, leverage, and position stop mattering. Success should rarely be treated as a simple pass-fail switch. It is more useful for this setting if outcomes often answer three questions at once: whether the character succeeds, what it costs, and how the world changes in response.
Character building should create strong identity without requiring very large rules payloads. The first version should lean on meaningful choices such as species, background, training, Talents, affinities, permissions, and role-defining Burdens and Bonds rather than on attributes, long feat trees, or combat-role packages.
The game should also distinguish between durable character capability and situational authority. A character may be personally skilled yet still lack standing, lawful access, ritual legitimacy, or trusted recognition in a scene. Social and institutional permission should therefore matter as much as raw competence in many types of play.
The rules should remain adaptable to digital implementation without becoming rigid at the table. Recurring mechanics should therefore have a possible structured representation, as outlined in the Rules Data Model.
Early Mechanical Commitments
The first drafting pass should assume the following broad mechanical direction.
The game uses a unified core resolution system rather than separate subsystems for every type of scene. Combat, travel risk, social pressure, ritual work, and dangerous exploration should all be able to use the same basic action structure even if later rules add scene-specific procedures.
The core roll is a capped d10 dice pool. Players build a pool from Talents, help, tools, leverage, permissions, and position, then lose dice to Conditions, pressure, opposition, and hostile circumstances. Pools never exceed 10 dice, and the main result is read from the single highest die rather than from addition or counted successes.
The system supports graded outcomes through fixed high-die bands: 10 for Breakthrough, 8-9 for Clean Success, 6-7 for Costly Success, 4-5 for Unstable Result, and 1-3 for Trouble. Matching high dice trigger Talent-specific extra effects, while matching low dice generate Storyteller points for bounded future escalation.
Resources and harm should matter, but the game should not begin from heavy inventory simulation or numerical health. The better first pass is to track a small number of fiction-facing pressures that fit the setting strongly, such as Conditions, supplies, standing, exposure, instability, and lifeforce strain.
Magic should use the same basic action logic as other play while adding sharper costs, resonance pressure, lifeforce risk, and higher consequence ceilings. Magic in this setting should feel powerful, dangerous, and law-bound rather than effortless.
Advancement should broaden capability and sharpen identity more than inflate raw numbers. Later character growth should feel like earned authority, refined practice, stronger Bonds, deeper access, improved Talents, and more dangerous reach.