I've been asking this question to myself about my system since my last post. I'm making Born Without Talent, a mid-fantasy ttrpg where players start as lowly characters and progress their way up to heroes from session to session. In Born Without Talent, there are character classes, and characters are meant to get stronger incrementally with the Talent System, where they gain spendable talent points after each session. They can spend these points on their class abilities, spells, skills, and other things.
I know what kind of game I'm making, but then I wondered what my actual core pillars were? I looked at the famous D&D core design pillars which are combat, exploration, and social interaction. But what does this mean? These design pillars seem so generic, and while I don't want to bash on D&D for the easy pickings, I wonder how my design pillars differ. But my last quest is, how many design pillars is enough? Here are my core design pillars:
Character Identity
Character identity is important because it spotlights moments for players. Players are trying to fulfill a specific fantasy when they create their character, usually. While Born Without Talent cannot fulfill every type of fantasy, it does its best to reach the broad character archetypes. When character archetypes bleed into each other, you have players competing for attention, and noticing that their spotlight was stolen. It's always annoying when the rogue says "I can pick this lock if you give me 10 minutes!" and then the warrior says, "I'm crushing this door down in 1 minute!" and then the wizard says "My spell will open this door in 10 seconds!" The rogue expects to be the one who opens doors, but their moment is stolen because characters have too many all-purpose tools to solve their problems. When characters become more dependent on one another, character identity and roleplaying rise.
Incremental Progression
This is probably the most defining feature of my system. Incremental progression is seen not just in the talent system, but also in the item system, where items give small benefits, such as a +1 to fire saving throws and +2 to poison saving throws. This allows the GM to reward players with items that scale up their character during each session, so there's a constant feeling of progression. Players often use treasure as symbolic aesthetics for their character identity. A valuable treasure represents the trials and tribulations that the character went through, and serve as a lasting memory of those adventures.
Tradeoffs
Tradeoffs are needed to fulfill both character identity and incremental progression. When a character ends a session with 1 Talent Point, they can only put it in one place, or maybe save it for a bigger purchase. This is only possible with system that doesn't allow characters to "fully" progress a character. Each class in Born Without Talent has depth, ways to specialize their character. The design goal is that a player cannot fulfill the entire class talent tree, and so two players playing the same class can make very different characters. Each character must trade some power of the kit, to delve deeper into a different part of the kit, or abandon it altogether and multi-class for interesting class combinations. Similarly, characters must decide how pick their equipment before combat. With the incremental progression, characters should have some options to outfit their characters, especially as the campaign draws on longer.
All 3 design pillars not only support the foundation of the game, but support each other. Tradeoffs are necessary for character identity, since each character will have their strengths and weaknesses. Some character trade power for utility, utility for independence, independence for versatility, versatility for support, support for safety, or safety for power. Character identity is necessary for incremental progression and vice versa because there is nothing to increment towards without identity and identity is enhanced with the incremental progression.
Conclusion
I'm not really sure if I'm doing my design pillars right. It's hard to decide because while I care about exploration, for me it's a means to fulfill the pillars of 1) and 2). I love social interaction, but as a designer I don't want to build too many rules around roleplaying because I believe that disrupts immersion, but that's a whole topic for another time. So what do you think of these design pillars? What are your design pillars?