I’m currently in the process of writing up more in-depth discussions of these, but I thought I’d share the Agendas and Principles of Adventure World (my heroic fantasy *w hack) as they currently stand.
AGENDAS
-Portray a world larger than life
-Help the players make a story worth telling
-Play to find out what happens
PRINCIPLES
-Embrace cliché
-Fill every corner with wonder and danger
-Address the characters, not the players
-Make everything relevant
-Skip over the boring stuff
-Use “the plot” as a standard unit of measurement
-Never speak the name of your move
-Make the characters important
-Let the players tell the story
-Make magic create more problems than it solves
-Be a fan of the characters
-Ask questions and build on the answers
-Assume nothing