DESIGNING A NEW KIND OF TABLETOP ROLEPLAYING GAME
COUNCIL — GAME DESIGN PLAN
Council is a diceless, narrative-first roleplaying system for tables who have outgrown rolls and sheets — built around one problem: how do players gain insight without having to guess the exact right question? This plan builds the game itself, setting-agnostic. Only one thing is fixed in every Council game: Landis, on the sea, real only in water. Everything else is dressing a table brings. Tick a box and it stays ticked.
OVERALL
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This is the game, not the campaign. When Phase 4 is ticked through, Council is a thing another table could pick up and run in any world. Phase 5 is where our world gets built on top of it — the Council of Un. — the substrate holds its own ink
SYSTEM DESIGN DOCUMENT · SETTING-AGNOSTICPROGRESS SAVED TO THIS DEVICE