The handbook

Come here with a design question. Each short chapter shows what one part of OpenGDD gives you, where it lives, and how to use it. If you are new to the format, read the first group below in order, or follow the Get started guide. The specification has the exact rules.

A chapter marked Required describes something every package has. Optional chapters describe things you add when your game needs them. Chapters without a badge are guides.

Start and foundations

See a finished package, then the core ideas behind its prose, numbers and tests.

Content, links and time

Organise repeated content, connect records, name changing values, and say how time passes.

Art direction and variation

Guide the look and feel of the game, and define the choices one build may make differently from another.

Reusable mechanics

Adopt a familiar game mechanic by answering its questions, with tests included.

Checking and handoff

Understand what validation proves, then give the package one last human read.