Thanks for this question Prends1Cookie.
My approach was to focus on the character creation and growth element of RPGs and base it off limited encumbrance systems. Each Character can only hold ten things (or a sum of 10 bonuses) and those ten things determine what they are good at. I wanted to have this limit, even through growth or leveling, to subvert ideas of accumulation. Also the main thrust was that people would have to choose between equipment and skills or abilities. And the further complication is that people would have to forgo optimizing possessions/abilities/feats/skills, if they want their character to be social, caring, moral, or have characteristics of a good person.
On the GM side I wanted to allow challenges to involve social, emotional, or moral elements, and that players would be rewarded for choosing those sorts or characteristics.
I hope this answers your question.












































































