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How many of you have your own Homebrew game system?
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<blockquote data-quote="s/LaSH" data-source="post: 1706420" data-attributes="member: 6929"><p>I shall discuss the Skyrust-Nocturne-Twilight series herein.</p><p></p><p><strong>Why did you design new rules?</strong></p><p></p><p>Because I knew there was more than one system out there, I knew they had different feels, and I wanted one that felt more like mine. As time wore on, the design process morphed into a desire to create rules that felt like a story, and also had realism. Eventually, I did it because I wanted to finish what I'd started, and make it worthwhile compared to other things on the market.</p><p></p><p><strong>How long did it take?</strong></p><p></p><p>Probably about 10 years, so far. To break that down:</p><p></p><p>First 1-2 years: Skyrust system. Wanted to make something up. Did so. Made many mistakes. Learned.</p><p>Second period, ~5 years: Nocturne system. Tightened design focus onto realism. It got very bloated and rather odd. Eventually started cutting it back to a philosophy. Still required a calculator.</p><p>Third period, to present: Twilight system. Cut out the big numbers and shifted to dice pools as a continuation of the design philosophy. Recently rebuilt the skills to shift emphasis from combat onto other stuff. Very happy; possibly final form.</p><p></p><p><strong>Did you ever want to publish it?</strong></p><p></p><p>Oh yes. From my experience in other games, Twilight should offer something new and playable. Now I just have to find the time and inclination to finish it.</p><p></p><p>After Twilight's out, I'll develop a system currently codenamed Dawn. It'll be a great evolution, shifting from stat-driven play to scenario-driven play, with a heavily unified core mechanic. I'm quite excited about this, but I want to finish Twilight first, because that will be closer to peoples' expectations than Dawn.</p><p></p><p><strong>Did you every actually run the System?</strong></p><p></p><p>Skyrust and Nocturne, yes. Twilight, despite the fact that I'm super-proud of it, no. I will, one day. Oh yes, one day...</p><p></p><p>(This is where I recount the Funny Stories that spurred me to revise the system. Well, very briefly. Skyrust I tested the day after I wrote it, with a cousin of mine. Apparently, a supernatural power that says 'make it up and assign a reasonable cost' is unbalanced. Nocturne I tested more often, but the story that spurred the final philisophical revision is the Lycanthrope Incident, in which I learned that permanent powers are much more effective than instant powers, and that people don't like it when you beat them unconscious with their own arm.)</p><p></p><p><strong>If you don't play it anymore why not?</strong></p><p></p><p>Friends busy or busy with other systems. Myep. Must make time to playtest...</p><p></p><p><strong>Was it specific to a Campaign world/genre/book series etc...?</strong></p><p></p><p>Skyrust was specific, based on a story I half-wrote. Nocturne started off as an updated version of the engine based on an unwritten story based on the previous story, featuring a character named Nocturne. Twilight was just a name I liked, as it seemed a logical successor to Nocturne. I used the Twilight rules to build a crazy world where the rules were taken into account, thus coming full circle...</p><p></p><p><strong>What's your Favorite Color....?</strong></p><p></p><p>Red or field gray/green. Not blue. Blue sickens me - almost literally; I don't mind it, but people don't like me when I'm wearing it.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 1706420, member: 6929"] I shall discuss the Skyrust-Nocturne-Twilight series herein. [b]Why did you design new rules?[/b] Because I knew there was more than one system out there, I knew they had different feels, and I wanted one that felt more like mine. As time wore on, the design process morphed into a desire to create rules that felt like a story, and also had realism. Eventually, I did it because I wanted to finish what I'd started, and make it worthwhile compared to other things on the market. [b]How long did it take?[/b] Probably about 10 years, so far. To break that down: First 1-2 years: Skyrust system. Wanted to make something up. Did so. Made many mistakes. Learned. Second period, ~5 years: Nocturne system. Tightened design focus onto realism. It got very bloated and rather odd. Eventually started cutting it back to a philosophy. Still required a calculator. Third period, to present: Twilight system. Cut out the big numbers and shifted to dice pools as a continuation of the design philosophy. Recently rebuilt the skills to shift emphasis from combat onto other stuff. Very happy; possibly final form. [b]Did you ever want to publish it?[/b] Oh yes. From my experience in other games, Twilight should offer something new and playable. Now I just have to find the time and inclination to finish it. After Twilight's out, I'll develop a system currently codenamed Dawn. It'll be a great evolution, shifting from stat-driven play to scenario-driven play, with a heavily unified core mechanic. I'm quite excited about this, but I want to finish Twilight first, because that will be closer to peoples' expectations than Dawn. [b]Did you every actually run the System?[/b] Skyrust and Nocturne, yes. Twilight, despite the fact that I'm super-proud of it, no. I will, one day. Oh yes, one day... (This is where I recount the Funny Stories that spurred me to revise the system. Well, very briefly. Skyrust I tested the day after I wrote it, with a cousin of mine. Apparently, a supernatural power that says 'make it up and assign a reasonable cost' is unbalanced. Nocturne I tested more often, but the story that spurred the final philisophical revision is the Lycanthrope Incident, in which I learned that permanent powers are much more effective than instant powers, and that people don't like it when you beat them unconscious with their own arm.) [b]If you don't play it anymore why not?[/b] Friends busy or busy with other systems. Myep. Must make time to playtest... [b]Was it specific to a Campaign world/genre/book series etc...?[/b] Skyrust was specific, based on a story I half-wrote. Nocturne started off as an updated version of the engine based on an unwritten story based on the previous story, featuring a character named Nocturne. Twilight was just a name I liked, as it seemed a logical successor to Nocturne. I used the Twilight rules to build a crazy world where the rules were taken into account, thus coming full circle... [b]What's your Favorite Color....?[/b] Red or field gray/green. Not blue. Blue sickens me - almost literally; I don't mind it, but people don't like me when I'm wearing it. [/QUOTE]
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