THE YSGARTH CONCEPT

	The idea behind Ysgarth is to provide a core of simple, very flexible
mechanics on which you can build a complete game system which emphasizes
roleplaying and character development.  This means making the rules concise and
adaptable, but making available lots of additional resources for the player to
use in expressing his character.  Our goal is to empower players to use their
imaginations without artificial restrictions.

	Character Creation: Your character should be an expression of your
imagination within the context of the setting.  Point allocation of
characteristics allows you to customize character abilities to your vision of
the character.  A fairly large number of initial characteristics allow you to
describe your character more completely and make it possible to incorporate his
characteristics directly in many aspects of the game.  All aspects of character
design are in the hands of the player so that the character produced is a good
representation of the person he imagined.
	Skills & Abilities: Skills define what a character knows and what he can
do.  They are central to the concept of Ysgarth.  Selection of skills is in the
hands of the player, hierarchical arrangement of skills creates a logical
relationship between related skills, open-ended skill progression makes
specialization worthwhile, while a learning curve encourages diversity.
Professional training and character background are an integral part of the skill
system, not as arbitrary limits on learning, or preset skill packages, but as a
way to enhance characters and encourage compatibility with the bakcground.  A
wide variety of skills lets players develop unqiue characters, but the
hierarchical system makes it possible not to have to deal with highly
specialized skills unless you want to.  Skill Ratings are determined in advance
and take native ability and trainign into account. In play skill resolution is
fast, simple and offers options for special effort and unusual circumstances.
	Combat Mechanics:  Combat is handled mostly as a sub-set of the skill
system.  Combat skills are completely compatible with other skills and use the
same basic resolution system.  Activity Points are provided to measure frequency
of actions, but are simple enough to be boiled down into templates so that
players who don't want to do highly specialized actions are not penalized and
can pretty much ignore Activity Points and stick to the number of standard
configurations they feel they can handle.
	Magic: Magic is also part of the same basic skill system, and can be as
simple or as complex and a player chooses to make it.  Skills provide basic
magical knowledge and spells express more complex magical formulations.  There
are different styles and approaches to magic, each with its own unique benefits
and liabilities, some simple and straightforward and others arcane and highly
specialized.  Styles of magic reflect the world background, embodying much of
the character of traditional ritual magic.
	World Background:  The world background is detailed and extensive, and
easily represented in the game mechanics.  Players are encouraged to pick skills
appropriate to race, background and learning opportunities, but are not
penalized for originality within the context of the setting.  Ysgarth offers a
variety of societies, religions and situations.  It is not a simple world of
black and white, but a place where characters face the kind of moral
complexities which make a world real.  As a place to live Ysgarth is challenging
and often surprising, encouraging players to use their imaginations and roleplay
their characters to the utmost.

	In Ysgarth nothing is forced on the player.  The game is not complex, but
there are many choices and enormous flexibility.  Players who want to play in a
simple, quick style will find the mechanics very congenial.  Players who want to
go into greater depth with their characters will find the resources they need
easily available.  Most importantly players who take either approach will find
that they are not at an enormous disadvantage when playing with those who take
the other approach.




