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Frontiers Releasesv1.0Design Docs d18 d20 d100

Designing with Frontiers

Frontiers 1.0 Designing with Frontiers

Frontiers is a set of rules you can use, and also a set of rules with its reasoning written down, so that using it teaches you something about designing systems of your own.

That is the job this documentation does. Nine documents, nearly all built the same way: here is a problem every tabletop game has to solve, here is how other designers have solved it, here is what Frontiers does, and here is which parts of that you can change without breaking anything.

You can start here

You do not need to have read a Ruleset, played Frontiers, or decided to build on it. The first two documents, Scope and Genre and Conflict, ask what your game is before any dice come into it, where the other seven ask how a rule works. The problems they raise are the same whichever engine you end up using.

Three ways in
  • Starting a game from nothing. Read Scope and Genre, then Conflict. Neither needs any rules knowledge.
  • Changing something in Frontiers. Go straight to the document for that subsystem, and read its Variants and Alternatives before you touch anything.
  • Learning how the engine thinks. Read the d18 Ruleset first, since every document from The Resolution System onward assumes you know how a check resolves. Rulesets has all three.
It informs, it does not instruct

None of it tells you the right answer. Where the engine leaves a choice open, the text names the recommended option and the alternatives worth weighing, so that any change you make is one you meant to make.

   


   

The nine documents

Read them in order the first time. The first two set what the game is, and the seven after them lean on the one before, walking from a single die roll out to a whole character.

 

   


   

How to use them

Read the subsystem you intend to change before you change it. Most design mistakes come from moving a decision other rules depend on without noticing it.

Every document after Scope and Genre closes by separating two kinds of change:

Variants

Numbers and thresholds you can turn freely. Tuning. The engine behaves the same afterwards, just harder or softer.

Alternatives

Changes that alter what the engine is. Replacing binary Skills with graded ones, or Favor with flat modifiers, is allowed and sometimes the right call, though it does leave you building a different game, which is worth knowing going in.

 

Every system referenced across this documentation is collected on the 1.0 release page, with links.