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How many of you have your own Homebrew game system?
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<blockquote data-quote="Style" data-source="post: 1704191" data-attributes="member: 21072"><p>I did this. A buddy of mine (Matt of the White Box) had asked me if I knew what Dungeons & Dragons was. "Yes," I replied smugly, "It's a game. <em>Americans</em> play it." "Ha!" he replied even more smugly. "Well that's where you're <em>wrong</em> - I'm not American and I play it." Bested by his superior logic I quizzed him thoroughly about the game and decided that designing a game like that sounded awfully easy. "I can do that," I thought and so I went home and did. So I was 12 - what did I know?</p><p></p><p><strong>Why did you design new rules?</strong></p><p>So, yeah, they weren't so much new rules as the only ones I had. D&D wasn't for sale where I was living and I figured that I could do a fine job on my own. Thus the birth of "Castle". It had two stats (count them, two!) - one for smashing things and one for being smashed - and that was it. Let's partay!</p><p></p><p><strong>How long did it take?</strong></p><p>About 10 minutes for the system. What's all the fuss about? The modules occupied me daily for about a year thereafter. The idea behind the game was that you were in this huge Castle (why? pffft!) and had to find the Castle Lord. There were monsters. There was treasure. There were rooms. Lots and lots and lots of rooms (some with lakes and forests and mountains in them). I drew them all out on notepad paper which I then taped together into two or three sheets of about 2'x3' each. For some odd reason, however, I thought that a "dungeon module" was the same as a single dungeon room, so I would blithely talk to Matt of the White Box about having written another six modules for my Castle game the night before and so on. He seemed most impressed, which pleased me immensely. Clearly I was doing something right. I was a gamer! Yeah, baby!</p><p></p><p><strong>Did you ever want to publish it?</strong></p><p>Absolutely. Until I actually saw a real RPG. World crashes down. Dreams in flames. Dice with more than six sides???? I am speechless.</p><p></p><p><strong>Did you every actually run the System?</strong></p><p>Loads and loved it to bits. Me and my sis and a school friend played daily for about a year (she eventually found the Castle Lord, allowing her to run games too - hey, those were the rules!) and then moved over to D&D. After seeing D&D, I went back to Castle and made classes and spells and added some more stats, but it basically remained the same game. We used to play it every now and then as a rules-lite rpg (heh, for those days when Basic D&D is just <em>too</em> complex) and kept this up for another two or three years after getting D&D.</p><p></p><p><strong>If you don't play it anymore why not?</strong></p><p>Because it's silly.</p><p></p><p><strong>Was it specific to a Campaign world/genre/book series etc...?</strong></p><p>Yeah, the elusive, misty realm of Style's Childhood. Great place to grow up <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>What's your Favorite Color....?</strong></p><p>Black. It's the new black.</p></blockquote><p></p>
[QUOTE="Style, post: 1704191, member: 21072"] I did this. A buddy of mine (Matt of the White Box) had asked me if I knew what Dungeons & Dragons was. "Yes," I replied smugly, "It's a game. [I]Americans[/I] play it." "Ha!" he replied even more smugly. "Well that's where you're [I]wrong[/I] - I'm not American and I play it." Bested by his superior logic I quizzed him thoroughly about the game and decided that designing a game like that sounded awfully easy. "I can do that," I thought and so I went home and did. So I was 12 - what did I know? [B]Why did you design new rules?[/B] So, yeah, they weren't so much new rules as the only ones I had. D&D wasn't for sale where I was living and I figured that I could do a fine job on my own. Thus the birth of "Castle". It had two stats (count them, two!) - one for smashing things and one for being smashed - and that was it. Let's partay! [B]How long did it take?[/B] About 10 minutes for the system. What's all the fuss about? The modules occupied me daily for about a year thereafter. The idea behind the game was that you were in this huge Castle (why? pffft!) and had to find the Castle Lord. There were monsters. There was treasure. There were rooms. Lots and lots and lots of rooms (some with lakes and forests and mountains in them). I drew them all out on notepad paper which I then taped together into two or three sheets of about 2'x3' each. For some odd reason, however, I thought that a "dungeon module" was the same as a single dungeon room, so I would blithely talk to Matt of the White Box about having written another six modules for my Castle game the night before and so on. He seemed most impressed, which pleased me immensely. Clearly I was doing something right. I was a gamer! Yeah, baby! [B]Did you ever want to publish it?[/B] Absolutely. Until I actually saw a real RPG. World crashes down. Dreams in flames. Dice with more than six sides???? I am speechless. [B]Did you every actually run the System?[/B] Loads and loved it to bits. Me and my sis and a school friend played daily for about a year (she eventually found the Castle Lord, allowing her to run games too - hey, those were the rules!) and then moved over to D&D. After seeing D&D, I went back to Castle and made classes and spells and added some more stats, but it basically remained the same game. We used to play it every now and then as a rules-lite rpg (heh, for those days when Basic D&D is just [I]too[/I] complex) and kept this up for another two or three years after getting D&D. [B]If you don't play it anymore why not?[/B] Because it's silly. [B]Was it specific to a Campaign world/genre/book series etc...?[/B] Yeah, the elusive, misty realm of Style's Childhood. Great place to grow up :) [B]What's your Favorite Color....?[/B] Black. It's the new black. [/QUOTE]
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