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My Homebrew ISN'T core (and neither is yours)
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<blockquote data-quote="slobster" data-source="post: 5917992" data-attributes="member: 6693711"><p>When I am starting a new campaign (something I haven't done in too long, by the way), I sit down for a good long time and try to identify what feel I want the game to have. Basically I think of what genre it would be if it were a book. Then I look at systems I am familiar with, and figure out which one has mechanics that best reflect the genre conventions I am looking to reinforce, or occasionally subvert. Then I begin an iterative process of houseruling in/out things that are incompatible with my vision for the game, or are just plain broken.</p><p></p><p>When I am done I've spent a few tens of hours (including daydreaming time while driving and such) in a pretty good worry about the rules. What can I say, some of us actually enjoy this system design stuff <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />.</p></blockquote><p></p>
[QUOTE="slobster, post: 5917992, member: 6693711"] When I am starting a new campaign (something I haven't done in too long, by the way), I sit down for a good long time and try to identify what feel I want the game to have. Basically I think of what genre it would be if it were a book. Then I look at systems I am familiar with, and figure out which one has mechanics that best reflect the genre conventions I am looking to reinforce, or occasionally subvert. Then I begin an iterative process of houseruling in/out things that are incompatible with my vision for the game, or are just plain broken. When I am done I've spent a few tens of hours (including daydreaming time while driving and such) in a pretty good worry about the rules. What can I say, some of us actually enjoy this system design stuff :p. [/QUOTE]
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