FEUD is a project of a system-neutral adventure that is currently live on Kickstarter ( https://www.kickstarter.com/projects/thewyrd/feud-0 ). This post is about designing FKR-y, system-neutral adventures. Adventure summary: In the shadow of the mountain of a half-forgotten god, a new horror is stirring: blood-feud has come to the land. This dark-age inspired adventure puts you in the role of ordinary people struggling to survive the outbreak of blood-feud. Here are three things that I think help in system-neutral design: Clear organisation Clear but evocative language Inspiration over direction Clear Organisation One of the un-sung roles of mechanics in adventures is that they are key structuring elements. When I read system-based adventures I tend to flick between the sentences where mechanics come in ( Make a DC:15 stealth check, on a fail... ). The reason for this is that these are the moments of action where I as GM will actually have to act. I have often found that I would oft