s/LaSH
First Post
I'm very excited. I just posted the demo rules to my homebrew Twilight system. I would be honoured if you would check them out.
Why should you?
- Twilight has a unique tactical approach to combat. Everyone's much more engaged in matters, and defense is really important, because if you make a mistake, you stand a good chance of dying.
- Solid rules for every situation. If you can't do it with Twilight, I want to know what you can't do and how it got by me. I won't browbeat you with obsessive detail, because that's no fun, but rules are there.
- Point-based character creation. While it does involve multiplying numbers, and at one point you'll have to divide by 5, it's fairly clearly spelled out and you can create a surprising diversity of characters. (Although the thief that walks through walls can't be done in this demo release, it's perfectly possible in the full rules.)
- No stupid conventions like yet another word for GM and PC. Heck, I don't even assume you know those.
- There's one resolution mechanic. Roll a number of d6s, count the number that succeed (how do they succeed? Check the rules!), oppose your opponent's roll (if any).
- The system is supposed to be universal. The bits I've left out of the demo release contain rules for just about any sort of power and racial characteristic (it is quite possible to design a character who is a tree that shoots acid).
- You can win a fight simply by shouting at your opponent.
- Tutorial section. Grab some dice and read through it if you don't quite get the hang of the system.
- There's a D&D conversion section which should let you interface or convert characters to and from Twilight. No magic or funky racial abilities in this demo release, but if this proves popular I'll look at bringing out the other bits.
- Handy reference chart at the end - want a one-line summary of an ability? Hit 'end'.
- And I've been working on this for seven years. I'd like some feedback on the matter (here if you like). Is it as good as I seem to think?
Why shouldn't you?
- I made the page in Word. So it's horrible, horrible html. That shouldn't bother you until you reach the tables, and they're pretty easy to understand anyway.
- Some of the rules are a little clunky (like the shooting into a crowd subset of cover rules), but the rest should tumble along at decent speed.
- A lot of the rules focus on combat. I decided that I didn't particularly want to make rules for tea-parties or long-term architectural investment. You'll just have to use your imagination.
- It's not currently optimised for large fights. Savage Worlds probably does that better. Twilight is about tactical choices.
- I don't have a character sheet. You'll have to write things down yourself. Sorry.
- There's no Combat chapter. All you need to know about combat is listed under the relevant skills, or right after where it describes damage. If this confuses you, you have my pity.
- It's 64 pages long.
So what do you think? Am I insane, or do I have something here?
Why should you?
- Twilight has a unique tactical approach to combat. Everyone's much more engaged in matters, and defense is really important, because if you make a mistake, you stand a good chance of dying.
- Solid rules for every situation. If you can't do it with Twilight, I want to know what you can't do and how it got by me. I won't browbeat you with obsessive detail, because that's no fun, but rules are there.
- Point-based character creation. While it does involve multiplying numbers, and at one point you'll have to divide by 5, it's fairly clearly spelled out and you can create a surprising diversity of characters. (Although the thief that walks through walls can't be done in this demo release, it's perfectly possible in the full rules.)
- No stupid conventions like yet another word for GM and PC. Heck, I don't even assume you know those.
- There's one resolution mechanic. Roll a number of d6s, count the number that succeed (how do they succeed? Check the rules!), oppose your opponent's roll (if any).
- The system is supposed to be universal. The bits I've left out of the demo release contain rules for just about any sort of power and racial characteristic (it is quite possible to design a character who is a tree that shoots acid).
- You can win a fight simply by shouting at your opponent.
- Tutorial section. Grab some dice and read through it if you don't quite get the hang of the system.
- There's a D&D conversion section which should let you interface or convert characters to and from Twilight. No magic or funky racial abilities in this demo release, but if this proves popular I'll look at bringing out the other bits.
- Handy reference chart at the end - want a one-line summary of an ability? Hit 'end'.
- And I've been working on this for seven years. I'd like some feedback on the matter (here if you like). Is it as good as I seem to think?
Why shouldn't you?
- I made the page in Word. So it's horrible, horrible html. That shouldn't bother you until you reach the tables, and they're pretty easy to understand anyway.
- Some of the rules are a little clunky (like the shooting into a crowd subset of cover rules), but the rest should tumble along at decent speed.
- A lot of the rules focus on combat. I decided that I didn't particularly want to make rules for tea-parties or long-term architectural investment. You'll just have to use your imagination.
- It's not currently optimised for large fights. Savage Worlds probably does that better. Twilight is about tactical choices.
- I don't have a character sheet. You'll have to write things down yourself. Sorry.
- There's no Combat chapter. All you need to know about combat is listed under the relevant skills, or right after where it describes damage. If this confuses you, you have my pity.
- It's 64 pages long.
So what do you think? Am I insane, or do I have something here?