Foundations of Wonder
- Sensorial Landscapes: Describe sun-drenched vineyards, misty temples, and forests that "think green thoughts."
- Fantastical Flora & Fauna: Create Giggle-Bloom Flowers, Somnambulistic Snails, and Dire Wolves that are just fluffy puppies.
- The Ghibli/Wynne Jones Touch: Embrace mystery over exposition. Find magic in mundane chores, like a self-stirring cauldron with opinions.
The Tapestry of Mirth
- Subvert Tropes: The "Chosen One" is a squirrel. The "Evil Overlord's" goal is to collect all the teaspoons in the kingdom.
- Magic Most Mirthful: Spells have funny side effects like hiccups that emit soap bubbles or uncontrollable rhyming.
- Cultures of Chuckles: Gnomes are inveterate punsters. Dwarves and Elves settle disputes with competitive beard-decorating.
Conflict Without Shadows
- Beyond Good vs. Evil: Conflict arises from misunderstandings, like a civil war between librarians over cataloging systems.
- Bureaucracy as the Villain: Quests are blocked by endless paperwork from the "Ministry of Slightly Used Potion Bottles."
- Low-Stakes, High-Fun: The dire threat isn't a world-ending demon, but saving the village bakery from a sentient, grumpy oven.
The Joy of Play
- Foster Friendship: Design quests that require teamwork, like helping two stubborn gnome brothers reconcile.
- Balance Wonder, Wit & Worry: Use humor to defuse tense situations. Keep the tone light and accessible for all ages.
- Spark Creativity: Present open-ended problems. A talking door that only opens for a good joke invites player-driven fun.