Journey: Development Codes

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So we have this development code thing, which I guess could use an explanation.

Also included here are development codes for playtest groups, who will sometimes have material specifically posted on the wiki in the event that such material cannot be printed in a timely manner.

Development Codes

DEPRECATED
Stop.jpeg This page is deprecated, meaning that it is no longer relevant to anything going on whatsoever, and is probably going to be ignored forever. Information on this page is not usable nor viable for playtesting, so kindly ignore it.
 
Deprecated, meaning that the information is mostly useless. The page probably hasn't been updated in some time, and using it alongside more updated Journey mechanics will probably break things, if it's even able to interface properly with them. Lots of the early stuff falls into this category.
Once something falls to this code, it generally doesn't come back out.
 
UNDER DEVELOPMENT
Under-construction.jpg This page is currently under development, and as such is somewhat in limbo regarding playtest viability. It is not recommended that information on this page be used or considered for playtesting until it has reached a more stable revision.
 
Under Development, meaning that we're working on it. Pages with this tag mean that the information therein is still being hashed out; while you might be able to go off of what's on the page, ideas on other pages may have caused it to be irrelevant or - worse - unworkable.
Yellow pages will rise to Orange upon completion - or possibly Green, if the page received playtesting mid-development - or drop to Red if the ideas become untenable, or something else replaces what was going on.
 
UNTESTED
Question mark.jpg This page is theoretically complete but contains untested material. Unlike viable material - which has already been tested - this material should receive priority in playtesting, and may be subject to rapid, unexpected changes. Log usage of this material.
 
Untested means that the page is pretty much done, it's relatively stable in it's current form - but it hasn't been tested at a reasonable level. Note that this is not a necessary step in the procedure; something can receive testing while at Yellow, which means that it will pop up to Green upon being roughly finalized.
Orange pages will rise to Green upon reasonable amounts of testing, or drop to Yellow if we have to go back to the drawing board.
 
VIABLE
Check.jpg This page contains wholly-viable and relatively stable mechanics, meaning that it is appropriate for use in playtesting. This does not mean that the information here is immutable, so make sure that - if used - you are keeping up-to-date with any changes made.
 
Viable means that the page is relatively stable, that other pages edited it after it most likely don't overwrite what's contained on it, and it's reasonable for playtesting. Green also generally indicates that the system doesn't require much playtesting: that's what Orange is for. However, Green represents a level of uncertainty - these sorts of things are still subject to change, if a better idea comes along.
Green pages can drop back to Yellow if there is some flaw found on the page, or if some other idea massively disrupts it (in which case one of the two concepts will drop to Yellow). Green can rise to Blue if and only if we are absolutely certain they're not subject to change.
 
STABLE
Blue bang3.jpg This page is stable, meaning that - barring some amount of ridiculous circumstance - it's not going to change anytime soon. Information on this page is playtest-viable, though other mechanics or systems may require it more. If other pages conflict with this page, give preference to this page.
 
Stable means that the page, and all of its contents, are done; they are solidified parts of the system, aspects that we can build off of, and pretty well-tested. Stable information is not considered subject to change - if it has to change, that means we did something drastically, drastically wrong somewhere.
Blue pages can only drop down if something catastrophic happens, at which point they could drop anywhere.

Playtest Codes

PLAYTEST MATERIAL: ELEMENTS GROUP
Avatar elements2.png This page has been written specifically for the Elements playtest group. This material may or may not be tested, but represents updated material to be used in that group. If in doubt, this material has precedence over all other material except Code Blue pages and printed material.
 
This code is specifically for the Elements Group for playtesting. Because of the nature of the playtest, much of the setting-specific information will not be retained in Journey proper.
 
...the journey of a thousand miles...
Journey
...begins beneath your feet...
Players Fundamentals Cover · Introduction · Basics · Tokens · Advancement · Metagame
Universals Attributes · Traits · Skills (Old: Skills) · Species (Was: Races) · Cultures
Subsystems Lifepath · Roles · Exploration · Combat · Social · Crafting · Ethos
Disciplines Overview · General · Warrior · Explorer · Lorist · Artisan · Mediator
General Equipment · Alchemy Items
LMs Engine Engine
Setting Cities · Terrain · Timeline
Creatures Monster Disciplines · Threat and Aggro · Bestiary
Designers Design Notes Ideas · Playtests · Task Resolution · Group Composition · Some Better Than None · Dice Calculator
Meta Navigation Template · Development Codes (Red, Yellow, Orange, Green, Blue, Elements)
Deprecated Mechanics · Classes · Social Combat · Spells · Prayers · Orations · Talents