> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# 01. Introduction
## Game Style & Themes
Like most TTRPGs, playing through a Yanis Chronicles setting will typically have a significant influence or theme inspired by popular media. For example, when playing [[The Golden Soul Sagas]], players may find themes of honor, betrayal, and Eastern cultural aspects, and political and religious pressures to be heavier than a game like [[The Legend of Accursed Ixsilgar]], where gothic, grim, and somber themes play heavier. Regardless, one should speak with the GM and carefully consider the themes that influence a game before deciding to play or participate.
## Play Rhythm
Games are largely centered around three core phases of gameplay and the ebb and flow of these three phases will likely shape your experience playing through it. Three core phases are as follows (but are described in more detail in [[03. Game Phases]]):
1. [[03. Game Phases#Combat|Combat]]
2. [[03. Game Phases#Exploration|Exploration]]
3. [[03. Game Phases#Social Interaction|Social Interaction]]
Some games are more heavily centered around combat where others are solely focused on social interaction. Speak with your GM before joining a game. If you're the type of player who thoroughly enjoys combat and a game will be sparse in that phase, it may not be a good fit for you. Furthermore, it is important to note whether the game you're playing in is a [[#Campaigns vs. Shorts|campaign or a short]]. Campaigns will typically have an even balance of the three aforementioned phases, while shorts can be skewed to one phase more heavily/frequently than others.
## Campaigns vs. Shorts
The key difference between campaigns and shorts is their length. Campaigns typically unfold over several games over many days, weeks, or more while shorts tend to wrap up in a few sessions.
### Campaigns
A campaign is a game which takes place over a series of chapters—chapters which combine to create one of three story arcs: the setup, the confrontation, and the resolution. When playing in a campaign, it's important to really consider your character's personality, what motivates them, and how they fit in with the setting and other characters.
### Shorts
Shorts are a very condensed version of campaigns which focus around a centralized message. Unlike campaigns, shorts may skip over large parts or character development in favor of more concise story telling. Thusly, one shouldn't over develop a character and create an in-depth background for characters who will only be played for a handful of sessions.
## Overarching Rules
### Specific Beats General
This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works.
**Remember this:** If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many player characters don’t have proficiency with longbows, but some species do because of a species trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, a player character can’t normally pass through walls, but some spells make that possible. Magic often accounts for most of the major exceptions to general rules.
### Round Down
There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. This, of course, is only trumped by the ***Specific Beats General*** rule mentioned above.