L.O.R.E.

Role: Designer, Game Master 
(Documentation, Prototyping, Systems, Content, Writing)

Goal

L.O.R.E.’s design is a direct refutation of more rules-lite systems, attempting to capture deep, complex gameplay that emphasizes depth and customization. Basically, there’s an option for almost any character eventuality, while still trying to facilitate an easy play experience.

  • Complex Gameplay. I wanted to make a tactical game with a low floor and a high ceiling that rewards strategy. 
  • Wide Customization. TTRPGs are all about the player character, so L.O.R.E. facilitates near every adventure archetype, ensuring players always have a way to realize their imagination.
  • Gameplay Ease. Complexity is wasted when it is bogged down by too much math or too many interactions, so LORE has a wealth of pre-generated actions, powers, and easy to approach math.
  • Modular Systems. I wanted the engine itself to be customizable, so several systems can be removed without hindering gameplay.

Mechanics Overview

L.O.R.E. is a fantasy tabletop roleplaying game that blends the narrative of tabletop games with mechanical customization: linking stories with builds, numbers with meaning, and includes a feature for almost any flavor.

It uses a “d20” system, which involves rolling a 1d20 then modifying the result based on a characters’ relevant bonuses or penalties. These systems have a high “swing” ratio, so L.O.R.E.’s modifiers are designed to lessen the impact of this swing by value stacking both integers and percentages, such as with “multiple levels of advantage”, allowing players to roll multiple d20s (from +1 to infinite addons) instead of one to maximize chances of success. 

Mechanic Highlight: Controlled, Infinite Scaling

Goal: L.O.R.E. should be able to sustain characters for as long as players wish to run them: enter infinite scaling with a balanced framework. 

Result: Players’ core statistics have no limit, but are controlled by a “Potential” factor, and bonuses have hard caps that are broken by late game progression.

Techniques

  • Scores & Potential. Character attributes can be increased by multiple factors, primarily progression, but have an attached “potential” value, which determines their maximum cap, forcing specialization and controlling scale.
  • Math! I use two major anchor numbers. For attributes: 10, which converts to +/- variables (2 value converts to +/- 1) as it changes, then equipment uses multiplicative variables as an anchor (x1, x2, etcetera). There is no cap to either aspect, but each is controlled at math bottlenecks and by soft ceilings.
  • Capped Bonuses. Bonuses are additive to variable modifiers instead of their values, assuming a progression of +5 attribute value per +1 bonus.  They are hard capped, unlike attributes, to create a soft ceiling that focuses progression over economy. This allows for free stacking via individual bonus types without trashing late game balance.

Mechanic Highlight: Classes & Progression

Goal: I wanted a class system reminiscent of older editions of D&D that not only had its own identity but fit neatly into campaign modules. I also wanted to show narrative progression through mechanics.

Result: When characters gain a level, they acquire features from both a generic chart and their chosen class. Classes are split into progressive stages, with each eschewing the classic 20-level scale for a more manageable 10-level scale.

Techniques

  • Generic Progression. When players gain a level, they are rewarded with extrinsic value: generic & class features: attribute increases, economy bonuses, talents, and unique capability.
  • Math! Progression is measured by “major/minor accomplishments”. To gain a level, a character needs n +1 major accomplishment, making early game a quick and satisfying tutorial, while mid and late game increases slow for a smoother learning curve and intrinsic sense of accomplishment. 
  • Dynamic Experience. Measured as “accomplishments”, these are gained via role playing, succeeding encounters, finishing quests or events, and by game master discretion. Minor accomplishments can be rewarded for small victories or personal achievement, converting to majors at 10 to 1.  
  • Staged Classes. Player classes “evolve” from one stage to another, from Base Classes (stage 1), to Advanced (stage 2), and finally Progression Classes (stage 3). 

Mechanic Highlight: Crafting

Goal: As a game that targets as many options as possible, it should include a crafting system that facilitates customization of resources as well as progression. 

Result: I designed a crafting system that can handle all equipment types in the game, then generated all of the available generic equipment with these systems for consistency and to test implementation.

Click here for the crafting sheet used in the video.

Techniques

  • Limited Math. As a TTRPG, LORE eschew complex equations, instead relying on arithmetic to keep it accessible. Primarily, costs are calculated via multiplicative variables to soft resource caps then difficulty is determined by small integer variables per capability, ranging between final values of 10 to 50 (based on current progression).
  • Sub Systems. Each equipment type has its own lists of recipes and processes that plug into the basic crafting system. This helps distinguish specialization while giving crafted equipment a unique feel.
  • Resource Acquisition. Resources for crafting interface directly with the game’s economy to keep equivalent ratios. Players may harvest materials, which are calculated by currency cost at a 1 to 1 ratio, with higher dice values demanding a higher investment of resource. 

Customization Mechanics

Encounter Design

Supplemental Systems

Process Breakdown

Research, Ideation & Planning

L.O.R.E. is the product of decades of running and creating TTRPGs. After shipping a dozen 3rd party supplements for 5e D&D, I wanted to recapture some of the depth and complexity of older RPGs but with more modern systems. 

  • Analyzing Games: L.O.R.E.’s inspirations come predominately from 3e D&D, Ogre Battle (MotBQ), GURPS, and FFT, games that focus player choice in progression, individual expression, and are highly expandable. 
  • Modern TTRPG Design. Many TTRPGs have adopted a “rules-lite” approach to reduce learning curves, but they end up lacking long term replayability. I studied many of these games to implement their and applied them to a wide variety of deep mechanics, hybridizing old-school thought and contemporary techniques.

Design Document - Core Guide

Playtesting

Shipped Supplemental Material