---
title: "Overview & Principles"
slug: overview-and-principles
parent: cairn
published: true
---

## Overview & Principles

### Overview

#### Neutrality

The Warden's role is to act as a neutral arbiter and portray the rules, situations, non-player characters (NPCs), and narrative clearly.

#### Classless

A character's role or skills are not limited by a single class. Instead, the equipment they carry and their experiences define their specialty.

#### Death

Characters may be powerful, but they are also vulnerable to harm in its many forms. Death is always around the corner, but it is never random or without warning.

#### Fiction First

Dice do not always reflect an obstacle's difficulty or its outcome. Instead, success and failure are based on in-world elements and arbitrated by the Warden in dialogue with the players.

#### Growth

Characters are changed through in-world advancement, gaining new skills and abilities by surviving dangerous events and overcoming obstacles.

#### Player Choice

Players should always understand the reasons behind the choices they've made, and information about potential risks should be provided freely and frequently.

#### Principles

The Warden and the players each have guidelines that help foster a specific play experience defined by critical thinking, exploration, and an emergent narrative.

#### Shared Objectives

Players trust one another to engage with the shared setting, character goals, and party challenges. Therefore the party is typically working together towards a common goal, as a team.

### Principles for Players

#### Agency

- Attributes and related saves do not define your character. They are tools.
- Don't ask only what your character would do; ask what you would do, too.
- Be creative with your intuition, items, and connections.

#### Teamwork

- Seek consensus from the other players before barreling forward.
- Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than alone.

#### Exploration

- Asking questions and listening to detail is more useful than any stats, items, or skills you have.
- Take the Warden's description without suspicion, but don't shy away from seeking more information.
- There is no single correct way forward.

#### Talking

- Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems.
- You'll find that most people are interesting and will want to talk things through before getting violent.

#### Caution

- Fighting is a choice and rarely a wise one; consider whether violence is the best way to achieve your goals.
- Try to stack the odds in your favor, and retreat when things seem unfavorable.

#### Planning

- Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding.
- Do some research, and ask around about your objectives.

#### Ambition

- Set goals, and use your meager means to take steps forward.
- Expect nothing. Earn your reputation.
- Keep things moving forward, and play to see what happens.

### Principles for Wardens

#### Information

- Provide useful information about the game world as the characters explore it.
- Players do not need to roll dice to learn about their circumstances.
- Be helpful and direct with your answers to their questions.
- Respond honestly, describe consistently, and always let them know they can keep asking questions.

#### Difficulty

- Default to context and realism rather than numbers and mechanics.
- If something the players want to do is sincerely impossible, no roll will allow them to do it.
- Is what the player describes and how they leverage the situation sensible? Let it happen.
- Saves cover a great deal of uncertain situations and are often all that is necessary for risky actions.

#### Preparation

- The game world is organic, malleable and random. It intuits and makes sharp turns.
- Use random tables and generators to develop situations, not stories or plots.
- NPCs remember what the PCs say and do, and how they affect the world.
- NPCs don't want to die. Infuse their own self-interest and will to live into every personality.

#### Narrative Focus

- Emergent experience of play is what matters, not math or character abilities. Give the players weapon trainers and personal quests to facilitate improvement and specialization.
- Pay attention to the needs and wants of the players, then put realistic opportunities in their path.
- A dagger to your throat will kill you, regardless of your expensive armor and impressive training.

#### Danger

- The game world produces real risk of pain and death for the player characters.
- Telegraph serious danger to players when it is present. The more dangerous, the more obvious.
- Put traps in plain sight and let the players take time to figure out a solution.
- Give players opportunities to solve problems and interact with the world.

#### Treasure

- A Treasure is specific to the environment from where it is recovered. It tells a story.
- Treasure is highly valuable, almost always bulky, and rarely useful beyond its worth and prestige.
- Relics are not Treasure, though they are useful and interesting.
- Use Treasure as a lure to exotic locations under the protection of intimidating foes.

#### Choice

- Give players a solid choice to force outcomes when the situation lulls.
- Use binary "so, A or B?" responses when their intentions are vague.
- Work together using this conversational method to keep the game moving.
- Ensure that the player character's actions leave their mark on the game world.

#### Die of Fate

- Occasionally you will want an element of randomness (e.g. the weather, unique character knowledge, etc.).
- In these situations, roll 1d6. A roll of 4 or more generally favors the players.
- A roll of 3 or under tends to mean bad luck for the PCs or their allies.
