HACKSSENTIAL RULES ~ CHAPTER I

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I. Welcome

I.1 Foreword

Welcome to VI·VIII·X. In this game, most of the mechanics are managed by the GM. While players are involved in every phase, their mechanical responsibilities are deliberately lighter. This is meant to let them focus more on the world and enjoy the flow of the game itself.

This approach is known as the KUP model. Although no single rule defines it outright, this philosophy is applied as consistently as possible throughout the system. These “new” rules may feel innovative, or simply different from other RPGs. The goal is a distinct style of gameplay and player experience.

The idea is simple: in a game where much remains unknown, players pay closer attention and tend to have more fun.

I.2 Introduction

This game is built around a deliberate gap in knowledge between the GM and the players. While the GM is expected to have significant experience, the players may be newcomers. In fact, the less the players know, the better. This design philosophy is called the Keep Uneducated Paradigm, or KUP.

The core idea behind KUP is information asymmetry. Unlike most RPGs, where players are given full access to the mechanics and rules details, here the GM holds all the information and the players are not meant to see the whole picture. This frees players from these responsibilities, allowing them to focus on the story and atmosphere and their characters’ decisions in the moment. The aim is to create a more immersive and enjoyable experience.

A Few Notes for the Reader.

The standard use of they/them throughout the text is intended purely for readability. It refers inclusively to all genders and is not meant to exclude anyone. We fully recognize that gender is diverse and personal and extends beyond traditional binary definitions.

The word malus is used to mean penalty, in order to stay consistent with the opposing term, bonus. This book uses the metric system for weights and distances. The table below provides approximate conversions to help readers more familiar with the Imperial (Anglo-Saxon) system. These are simplified estimates meant to ease gameplay, not as precise conversions:

I.3 Rulings

A role-playing game rulebook can hardly cover every possible situation due to the very nature of RPGs, which allow characters full freedom of action within the game world. The game, whether defined by its rules, genre, or setting, may require the use of rulings: the GM’s creation of an unwritten rule to address a specific circumstance or player request.

Here are the ‘rulings for rulings’ to ensure consistency in gameplay:

  • A ruling must be created when two conditions are met: 1. The existing rules do not cover the circumstance/request. 2. A purely narrative solution is insufficient due to an element of ‘alea’ (uncertainty) that must be resolved.

  • The uncertainty implies that the development of the circumstance/request can be either a positive (success) or negative (failure) outcome.

  • To define a ruling, the GM must consider: the actors involved, the possible outcomes (i.e., success/failure), the existing rules, and their replicability.

A ruling should be built upon the following principles:

Define uncertainty: Establish the odds of success and failure. These probabilities may be complementary (i.e., adding up to 100%) or not. In the latter case, an intermediate scenario must be designed (e.g., “yes, but…” or “no, however…”).

Understand rules: Base the ruling on the underlying rationale of the game. For instance, if the game relies on a single resolution mechanic, all actions should be resolved using the same mechanic.

Leverage GM’s experience: Draw from the game’s own mechanics as well as solutions from other games, adapting them when useful.

In VI·VIII·X a ruling must account for the following rationales:

  • A single mechanic is used for resolving an action.

  • Randomness plays a smaller role than character capabilities and expertise.

  • Character capabilities and stats are not fixed.

  • Morality is a key element guiding character decisions and impulses.

  • Persistence of balance: a benefit comes with a corresponding drawback.

  • No scaling, success is not always guaranteed.

  • No saving throws; the only exception is the Deus Ex Machina rule.

I.4 Acronyms

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