Coming to the conclusion recently that I need to hurry up and write up my own system to run with.

Tired of having to run systems at request, that don& #39;t align with my personal views, but then also needing money to eat.
It& #39;ll also help with branding I think, an let me do away with terrible tropes that really need to get binned.

Totally gonna work in about how no character, npc or otherwise is a throwaway.
No coercion or mind control, character agency needs to be an absolute. Like lying and deception can be a thing, but no forced situations, where the player feels forced to do a task that they wouldn& #39;t willingly choose to with the information presented to them.
I& #39;d like to do something with melee beyond just roll a dice... do you hit? now roll some harm! Like eh, posturing and positioning needs to be explored. Making combat styles feel significant, and different.
Make it breakdown the gender norms by design would be sweet, but I& #39;m not really sure how to approach that mechanically, or if that can just remain an aesthetic choice perhaps for characters.
I& #39;m gonna keep revisiting this thread whilst I let my brain ramble.

Like I think I& #39;m gonna spend a bit of time today considering the weight of stats vs their usefulness. Like if you use a derivative number to influence dice roles, what does the stat do in the first place?
Language infers nuance and use. An if I have stats they need to be named appropriately. I& #39;m also beginning to wonder how useful a character sheet actually is, or is it in fact clutter, and a distraction?!
I know many roleplay games that don& #39;t use number rocks, paper or any other kind of complex maths to attain balance.

The classic of this is & #39;yes, and& #39; and it doesn& #39;t surprise me that its a prevalent style of a lot of tables, that focus on agency, and people& #39;s enjoyment.
Spent today looking at character development, I really don& #39;t want & #39;classes& #39; to be a thing, but I want people to be able to build a character around an archetype hero or profession.

I& #39;m concerned about getting ancestry correct too, so for now as a facet of character it can wait.
I did make one design decision, an that is I& #39;ll be using 2d10 for the random number gen. Increasing the chances of an average success and reducing how often a character fails, feels a lot less arbitrary.

I& #39;m binning experience persay too.
Today& #39;s effort was little, I didn& #39;t get a lot done, I managed to finalise statistics and reduce those numbers into the core elements of game play that I want them to influence.

The important bit was to recognise I spent two minutes, doing it.

You have a great day now, k https://abs.twimg.com/emoji/v2/... draggable="false" alt="đź’ś" title="Violettes Herz" aria-label="Emoji: Violettes Herz">
One last thought for today.

At the heart of this system, I really want it to facilitate what you want to do.

Being seen is at the core of my philosophy in developing this, and that doesn& #39;t just mean being seen as a badass hero. That means being seen as a person.
Been doing some world building yesterday, so I haven& #39;t had much time to put more thought into this. I also think my battery is pretty drained today already, and I have a game to run later so limited personal resources.

I did start listing some things that I& #39;d want as skills.
An it got me thinking about combat, like I really want it to be self-described, and defined easily, so you don& #39;t have to use a map or tokens if you didn& #39;t want to.

For it to do that I& #39;d need to build some terminology to allow for different combat stages and ranges.
Spent the last few days working out some basic skills to build on for character use.

I really want the focus to be on how your character grows rather then getting generic skill points. It& #39;s exciting to see something playable form.
Everything feels a little generic, I do think their is scope for fitting the pieces together, I& #39;m also excited by the idea of not having classes at all. So I guess for now, making sure that its simple enough for anyone to understand, is the priority and so generic isn& #39;t an issue.
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