KORE rpg

The KORE Guidelines are discontinued and I now consider them a dead-end for rpgs.

Personally the guidelines became to cumbersome to make it as lightweight as I’d prefer. And since I can’t figure out how to move forward with them in their current state, I’m abandoning them for now. Perhaps at some point in the future I’ll return to them and see if I can pare them down to something useable.

– Kevin

The KORE Guidelines are a complete set of roleplaying rules that can be used to imagine any world and play any genre of game.

Why another universal system?
Because at its core, every system is “Universal.” Genre-specific rule sets don’t offer any more or less specificity at their core than so-called Universal systems. So long as the players agree to the mechanics of the system, any given system will meet the needs of the players to tell a tale in any specific or broad genre. While one could argue that certain nuances of a game system promote the immersion necessary to tell a story, it isn’t the mechanics that tell the tale, it’s the players.

Guideline vs. Rule
Everything contained in the work is a guideline. There are no hard and fast rules. If you find something you don’t like or doesn’t work, then by all means, change or remove it. If you think something works better, then use it.

How the guidelines are arranged
The KORE Guidelines are set in two distinct sections; The Player Section and the Game Moderator Section.
The Player Section contains all the information necessary to create characters to play in games moderated using the system, while the Moderator section contains information on the resolution mechanics used by the system.
While the names may indicate that the sections are exclusive to the player role, this is not the case. Players will find valuable information in the Moderator section, and the information in the Player section will prove invaluable to a Moderator.

What’s special about this system?

Simplicity
I wanted first and foremost to make the system simple. Too many systems begin as simple games but
quickly evolve into these ponderous, vast rules-heavy systems with a rule or system or chart for anything and everything. While some may find this enjoyable, I don’t have the desire or the inclination to spend my precious time analyzing the rules of a given game if it takes away from any game-play time I might be able to scrounge up. As a result, I have eschewed dice pools for a simpler, one die mechanic; multiple charts for a simple over-under rule set; and a point-buy system for everything character related.

Speed
The system should be able to be picked up and within a minimum amount of time; players should be
enjoying the game. Anything that takes too long to gather up a cursory understanding is broken.

Flexibility
Any system worth creating should be able to be used to play any genre “out of the box.” Failure to meet this design consideration indicates a flaw in the core mechanics. What to play a Space Opera? Okay, do so.
Want instead to play Peter and the Wolf the RPG? Then do so as well.

What you won’t find in the guidelines?
Lists of spells, skills, equipment, etc. will not be included. As you will hopefully soon realize, they aren’t necessary. In fact, they detract from the whole more than they contribute to it.

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