﻿#import "../typst-boxes.typ": *

= Introduction

Arrata is a roleplaying system inspired by the work of more traditional roleplaying games with an emphasis on universality. The purpose of this system is to allow you to collaboratively write interesting, nuanced, and fun stories easily with multiple people - all through the guise of playing a game.

Arrata comes with no setting; I believe it is better to create something of your own and flesh it out as you go along. That's characters, the world, and the context in which those all interact, you will be able to do things far more suited to your understanding than I ever could by building your own worlds and defining their rules (or #strike[stealing] borrowing them).

Doing things is often far more valuable and teachable than observing or being told them. Part of the learning-by-doing process is that in order to learn, _you must fail_. This is natural, expected, and not something to be upset or sad about. You _will also succeed_, although rarely in the manner you may be expecting. The great thing about fictional worlds is that they have no physical consequence - they cannot and will not hurt you, so you are free to try the things you want to, and to fail and succeed in amazing and interesting ways.

== Other Worlds

In using this system, a fictional world is constructed by a _Game Master_ (GM). This world is populated with characters and given things like factions, peoples, places, and conflict; things that make the world alive and interactable. _Players_ take control of _Player Characters_ (PCs) who are built with _Quirks_ that define who they are as people, and _Stats_ that define what they are as beings in the world. Together, the players and GM create a story with the PCs as the protagonists; their actions being influenced by their Quirks and the outcomes of their decisions determined by their Stats.


#slantedColorbox(
  title: "Etymology: Arrata",
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  color: black,
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  _The word Arrata is a misspelling of errata, the plural of erratum; a list of mistakes in a written document. The word was chosen as it embodies the spirit of Arrata: *Change Through Purpose*. By failing; making mistakes and blunders, you will develop as a person and become better than before. I hope in some way this system will allow you to explore these ideas, and perhaps even learn how you can change yourself._
]

== Examples

This book contains many examples of different systems and situations, and for your convenience, each example will be enclosed in a box with a title, and will look like this:

#slantedColorbox(
  title: "Example Note: Gamma Function",
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  _Note: notes often describe intrinsic rules or behaviors._

  This is an example. Have the Gamma function:
    
  $ Gamma(x) = integral_(0)^(infinity)t^(x-1)e^(-1) dif x $
]
== Game Masters

Game Masters (GMs) are a critical part of any roleplaying system. Their job is to:

- Understand the rules as thoroughly as possible.
- Roleplay Non-Player Characters (NPCs).
- Be courteous and fair to their Players.
- Provide a story, conflict, and setting.
- Arbitrate Player and gameplay conflicts.
- Describe:
  - The outcomes of rolls.
  - The environment.
  - NPCs and their actions.
  - Reactions and consequences.

The GM is the world engine, describing and defining what the world is, how it looks, smells, tastes, and sounds, and how it interacts with the Players' Characters and their actions.

As a GM, you have the most responsibility; orchestrating sessions and campaigns, managing NPCs, handling disputes, etc. Your Players are counting on you to prepare and improvise as well as you can. If the responsibility required is too much for you to handle, I suggest being a Player. There isn't anything wrong with not being a GM, but having a bad GM is a million times worse than having a bad Player.

Game Masters are to be afforded extra rights over the Players. They will have to make rulings and decisions for the Players, and should act as a mediator; thus these rulings are to be respected and treated as the new rule of law unless otherwise changed by the GM.

However, it is important not to overstep your authority as the GM. Punishing Players unfairly or making nonsensical rulings are unacceptable. If you find yourself under a GM making such decisions, the best course of action is typically to discuss the issue with the other Players and GM. Mediation and communication are critical skills in roleplaying, but if you fail to solve your issues, it's usually best to leave the group altogether.

== Players and their Characters

Players are the people in charge of player characters (PCs); their job is to be the "soul" driving their character. Players are charged with the following responsibilities:

- Roleplaying their character.
- Being courteous to the Game Master and fellow players.
- Knowing the rules.
- Following the rules and decisions of the Game Master.
- Being honest about rolls, outcomes, and and their character.

PCs are the protagonists of any Arrata game. They exist to provide a player with a point of view on the collective story being told, and to allow that player to interact with the story. Their PC is the primary responsibility of the Player, and thus if a conflict arises regarding your PC, it is the duty of the Player to back up their PC and fight on their behalf.

== Non-Player Characters
Non-Player Characters (NPCs) are characters in the story created by the GM or players that act without player input. Instead, the GM acts as the "soul" of every NPC and treats one of many of their characters. 

GMs can generate hundreds or even thousands of NPCs throughout long campaigns, so NPCs that are underdeveloped or single-purpose are acceptable as long as they are not used in a derogatory or offensive manner.

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