Professional Documents
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Core20 - Introduction
Core20 - Introduction
Playtest Credits
Design and Writing
Scott Fitzgerald Gray
Cultural Consulting
James Mendez Hodes, Basil Wright
The CORE20 system is a d20-based fantasy roleplaying game Those four documents (along with this “About the Game” info)
ruleset built on a foundation of freeform character building with make up the core of the CORE20 playtest. Along with those
no classes and no levels. The brainchild of writer, designer, and playtest rules, a number of free starter adventures for the game
editor Scott Fitzgerald Gray, the game reworks the traditional will drop in that same folder as time permits.
reckoning of checks, attacks, and other die rolls in d20 games as You might have seen previews of the game on the CORE20
simply marking out a tally of successes and flat failures, and lets design and development blog (https://core20rpg.com), and I’ll
those die rolls fuel the narrative shaped by players and GMs be talking more on the blog in coming weeks about the
both in and out of combat. development of the game, what inspired it, how it’s changed
Since 2004, Scott’s been working as a full-time freelance RPG (drastically in some cases) over more than ten years of play, and
editor and designer, primarily on the Dungeons & Dragons so forth. But one thing I can address here and now is the
game — including working as an editor on the Monster Manual, question of why I’ve done all this. And the answer to that, quite
the Dungeon Master’s Guide, and the Player’s Handbook for 5th simply, is that CORE20 is a game I’ve wanted to play for most of
Edition D&D. He’s written and edited upwards of two hundred my life, and it’s a whole hell of a lot of fun.
books, adventures, and articles for Wizards of the Coast, CORE20 is built around the framework of d20 fantasy, so it’ll feel
including writing Dead in Thay in the Tales from the Yawning familiar to anyone who’s ever played d20-era D&D, from 3rd
Portal anthology, and being managing editor and co-creative Edition through 5th Edition. But it’s different. CORE20’s
director for the Acquisitions Incorporated book. He’s written or narrative-focused mechanics work on turning d20 rolls from a
edited for MCDM, Ghostfire Gaming, Schwalb Entertainment’s state of static pass/fail ennui into something more dynamic,
Shadow of the Demon Lord, Sly Flourish, Gamehole Publishing, shooting shared-story fuel straight into the heart of the game. A
Green Ronin, Frog God Games, and others, as well as foundation of freeform character building lets you do things as a
for Dragon, Dungeon, Dragon+, and Arcadia magazines. He player that class-based games sometimes struggle with. It lets
also creates and publishes adventures and gaming supplements you do things that class-based games simply can’t do. It lends
under his own Insane Angel Studios imprint. itself to a wide range of play styles, including the option of
CORE20 first came to life in Scott’s home game in 2010, as a running low-combat campaigns where you aren’t forced to just
loose collection of hacks and house rules for fantasy roleplaying ignore your character’s default battle prowess. Rather, you get
with no classes and no levels. It’s expanded inexorably since to swap the battle prowess you don’t need for things that are
then through six revisions of what we’ll call closed-alpha more important to who your character is and what you want
playtesting, during which time the game has grown to include them to do.
new rules for spellcasting, combat, hit points, downtime, magic I’ve been working on Dungeons & Dragons (alongside a few
items, skills, and much more. other RPGs) for almost twenty years. Everything I’ve ever worked
CORE20 is a game that focuses on a number of the specific on has taught me something about the game that I didn’t know
aspects of heroic fantasy roleplaying that have been at the before. Every person I’ve been fortunate enough to work with
center of Scott’s love of the game for the past 40-odd years. It’s has shown me new things about how this amazing hobby and its
a game that reshapes the standard pass/fail mechanics of many amazing design space have evolved. I know that fantasy RPGs
fantasy RPGs into a more story-fueled system for resolving skill are different for everyone. I don’t presume to know how you
checks and combat rolls. It’s a game that thrives on long-term play, or the things that make the game the most fun for you.
campaigning rather than accelerated sprints through various But after forty years of playing and after twenty years of working
heroic tiers. It’s a game that moves away from the fantasy- on the game, every single thing that’s ever made the game the
superhero trope that modern fantasy games often push toward. most fun for me is in CORE20 somewhere. And I’m very, very
It’s a game that makes character building the foundation of the proud and happy to share it with you.
story, working around the idea that even before the GM asks the
in-game question, “What do you want to do?”, every player
gets to ask the question: The State of the Game
The four documents mentioned above — the full Player’s Guide,
“Who do I want to be?”
the full Magic Grimoire, the Playtest Creature Package detailing
And then they get to answer that question in a new way. more than 180 potential foes, and the Playtest Gamemaster
Guidelines — comprise the CORE20 public playtest. If and when
What’s It All About? the full CORE20 system comes into being, the Player’s Guide
and Magic Grimoire will be joined by the full Creature
Hello! Scott Fitzgerald Gray here, switching to talking about Compendium and by the Campaign Handbook — a GM-
myself in first person. If you’re reading this version of the “About focused book that’ll talk about running games, building game
the Game” document, you probably found it at the following worlds, and more.
URL:
The Magic Grimoire — a volume collecting spells and magic
http://tinyurl.com/CORE20Playtest items — exists as its own thing as a response to the age-old
At that same location, you’ll also find: question of whether magic items in a d20 game belong in the
player’s book or in the GM’s book. Both approaches have been
• The full version of the CORE20 Player’s Guide
tried, and both have their limitations, including the size of an all-
• The full version of the CORE20 Magic Grimoire in-one player’s book and the annoyance of walling off one of the
• The CORE20 Playtest Creature Package, featuring foes, foils, coolest parts of the game from people who should rightfully
allies, and NPCs from the eventual CORE20 Creature have access to it. In the end, given that CORE20 is by default a
Compendium high-magic game, a separate Magic Grimoire covering spells
• A short set of Playtest GM Guidelines that explain why they’re and magic items seemed a good idea, serving as a sourcebook
not the full CORE20 Campaign Guide and reference for all things magical in the game.
The Campaign Handbook is entirely hypothetical at this point. page number, that section is in the same set of pages where the
When it appears, though, it won’t be a traditional Dungeon cross reference appears.
Master’s Guide-style tome talking the GM through everything A cross reference might instead direct you to one of the other main
left out of the player’s book. That’s because the CORE20 books of the CORE20 RPG — the Magic Grimoire, Campaign
Player’s Guide is intentionally densely packed with material that Handbook, or Creature Compendium.
often isn’t part of the player’s book in a multibook RPG. That
includes sections on applying the rules, downtime, safety tools, In the playtest PDFs, each cross reference that gives a page
table rules, and other topics that appear in the Dungeon number within the same book is set up as a clickable hyperlink.
Master’s Guide for 5e (or which thus far haven’t appeared in Clicking on the page number takes you straight to that page so
D&D at all). you can read up on the cross-referenced information. And if
you’re using a PDF reader that allows you to backtrack to the
As well, the Player’s Guide has a stealth mission of being the last page you read (the free Adobe Reader is one such app), you
book that has all the rules a GM needs to actually run the game. can easily dive deep into the book through multiple cross
When it appears, the Campaign Handbook will cover topics like references, then backtrack to where you started from.
building encounters, crafting adventures, campaign
architecture, different styles of game narrative, world-building,
and much core. But CORE20 is built around the idea that there
shouldn’t be any rules, ideas, or game lore that the players can
Special Thanks
A lot of folks have read and provided feedback on earlier
and should make use of but that only the GM knows. incarnations of the CORE20 ruleset, and my appreciation for
That said, though — in the end, the Player’s Guide playtest their time and thoughts knows no bounds. Other folks have
document might actually be more game than it should be, but alpha playtested many different versions of the game, and I
that’s by design. The Player’s Guide holds just about every thank them for their feedback and incredible dedication (much
possible option for character building that’s come up in over a of which was directed toward converting stat blocks from D&D
decade of playing CORE20 in various forms. As such, in addition 3.5 on the fly, because figuring out the presentation for
to all the usual feedback one wants to get from a public creatures was one of the final pieces of the CORE20 puzzle to
playtest, I’m hoping to get a sense of whether it makes sense to come together at my end).
break out certain sections of what’s currently in the Player’s The Alpha Playtest Vanguard Crew noted in the credits for each
Guide to other supplemental works. of the files making up the CORE20 playtest are the players of my
The combat chapter, as one obvious example, is chockfull of home campaigns, who’ve been run through so many different
crunchy tactical options — but perhaps some of those options versions of the rules at this point that I’m surprised any of us can
would work better as part of an advanced combat guide rather actually remember how to play the game. Their eternal patience
than needing to be part of the baseline rules. In the spellcasting as regards my endless appetite for revising and expanding
chapter, the unique magical abilities that come with the CORE20 with little to no notice has been an endless blessing for
traditions of animyst domains and druidas creeds are broken out more than a decade now.
as forty-six distinct traditions — and nearly twice that many One of the names in that crew — Aaron Gray — talked his way
unique magical feats that define those traditions. Maybe that’s into being underpaid lead developer on CORE20 back in 2015,
more than the core book needs? I don’t know — and I’m hoping and the foundational work he’s done on the game since then
you can tell me. has made it better in uncountable ways. The game as it stands
now would literally not exist without Aaron’s vision for the
Using the Playtest Documents potential of the rules, his steel-trap mind for game mechanics,
and his endless tolerance for having to constantly explain why
The playtest PDFs are fully bookmarked, and take an extremely he’s right and I’m wrong about things.
proactive approach to internal cross-referencing. Roleplaying
game books have always been challenging to navigate, even for Another of those names — David Otterson — has been here for
those of us pretty well versed in games. (When I first read D&D literally every moment of CORE20 wandering its way toward
3.0, I got so confused that I started keeping a notebook open reality. More importantly, David provided a big whack of
beside me so I could write down where I needed to go to look impetus for my finally getting to work on the initial house-rule
stuff up.) version of the game through his endless love of tinkering with
his character builds — but never just in the name of min-maxing.
The Player’s Guide has the following sidebar explaining the Rather, his is always the perspective of thinking: “Could
cross-referencing setup (with a similar sidebar in the Magic changing this particular thing help this character tell an even
Grimoire): cooler story?”
A third of those names — Colleen Craig — is my partner in life
Cross References and dreams. She gets a special shout-out for allowing me to get
Throughout the Player’s Guide, cross references will point out constantly and endlessly lost in my work, knowing that she’s the
places where additional information can be found on specific topics, only force capable of reeling me back into the real world when I
either elsewhere in this book or in other CORE20 books. Cross need to be.
references appear beneath specific topics the first time a topic is
mentioned in a section or subsection. If you don’t see a cross- I’ve worked on a lot of D&D over the last twenty years, and have
reference to an unfamiliar term, look to see whether that term has drawn much creative inspiration from so many of the designers,
been cross-referenced somewhere above and nearby in the text. developers, and editors I’ve worked with and alongside. One
person in those ranks gets special kudos here — Robert J.
When a cross reference directs you to another chapter in the
Schwalb, who granted his gracious permission for Shadow of the
Player’s Guide, that chapter appears first, followed by a section
reference and a page number. If no chapter reference appears Demon Lord’s boons and banes to make their way into CORE20.
alongside a section and page number, that section is part of the Across those twenty years, I’ve also drawn a great deal of
current chapter. If a section reference appears on its own with no personal inspiration from folks I’ve worked with, whose example