New Game System...help?

Nathal

Explorer
To be succinct: I've written the core rules of a new FRPG that is targeted toward those D&D players that would like to see two main things: a) HP split up into different "defense pools", like the Wound/Vitality system but a bit more involved, and b) Damage potential that increases with skill. This is NOT a d20 supplement, but is a new system that remains abstract and geared toward narrative role-playing.

The current manuscript is about 50 pages (a Word file). It has been playtested for about a year and holds up well in many ways. The writing is in the rough but should be easily understood.

I want to give this RPG system to the gamer community in its present form in hopes that rules wonks will take it and go into a development frenzy, inspired only by their enthusiasm for the system. I figure D&D players like to try out new systems and many are wonks who enjoy making up their own systems. Of course there is always the possibility you won't like it, but I am risking nothing really and would love the feedback! :)

Anybody who is interested simply email me (I could not attach the file here). I am making this file open to the public because I want to see it developed as a community effort.

I thought about taking it to a publisher for development but now I've decided: hell with it, I'll make it truly 'open source'.

Anybody who wants character sheets or the details of the XP system may contact me directly. If anybody likes it enough to start creating extra stuff like spells, monsters, etc, it is my supreme hope that you will share that with me so I can benefit from the shared-consciousness here.

(btw, this is not to 'compete' with D20')

Dan Cross
nathal@comcast.net
 
Last edited:

log in or register to remove this ad




Four rules wonks have replied so far! :D

I wonder if we can form a committee? Oh, I'm getting ahead of myself...I've had no actual feedback yet from those that have taken me up on my offer. ;)

Any more interested in joining the party? Just email me and I'll send out the zip file. It's not a huge document, a gem in the rough for all to enjoy and help shape if desired.
 
Last edited:


WizarDru said:
Only just saw the post. I'll be glad to take a look. Expect an e-mail shortly. :)

Cool! I like the picture of the wizard you've got there, btw. :)
I do think this system has potential and needs more attention than I can give it at this time. For the interested, I'll post the introduction to my rough-copy written rules (and please, this is a rough-copy folks):

You are an experienced gamer. You’ve journeyed far and wide, delving into dungeons vast and dangerous, wilderness untamed, uncharted waters and kingdoms mysterious. The roles you have assumed are legion, each of your incarnations surviving against all odds in worlds much like our own in premodern times, but lands shaped by myth and magical forces far exceeding any possibility of our mundane history.
You may prefer one type of character, a wizard perhaps, a warrior, rogue, or avenging cleric. Or, rather, you may enjoy switching roles frequently, experimenting with different mythic motifs, adopting the stereotype but then imbuing it with new life. It is likely you are familiar with a number of different role-playing game systems utilized to “quantize reality”, and some you like, and some are not to your taste. But all have their own unique focus and stylistic character, so you naturally wish to know what category of rules that best describes the Eldritch game. Fair enough.
Eldritch is a game that is strongly narrativist in scope, with broadly based abilities, and a combat system that is quick and potentially deadly to the incautious character. Simplicity, story flow, and powerful [yet vulnerable] heroic characters are the primary defining factors. It is not so free form as “live action” forms of play, as Eldritch celebrates that aspect of gaming which involves dice and strategy in combat, yet is not the mechanists dream as the rules engine places little emphasis on miniature rules, nor does the game attempt to be a true combat “simulation”. Players who enjoy strong narrative flow, quick action, and prefer to assume the roles of heroes with real power and potential from the get-go should keep reading.
For the Game Master, Eldritch hopefully offers creative freedom like the Storyteller System, but with a flavor and spirit inspired by D&D. The dungeon delve meets the yarn once more here in a formulation of rules that seeks simply to make your job easier as GM. Perhaps you have constructed planets from whole-cloth; imagined a remote crystal sphere suspended in a corner of starry space; upon the surface of that planet you have built up empires and fashioned complex histories, an endless clash of kingdoms and savages. It is no challenge to you to imagine the clarion call to battle, the screams and cries of victory, glory and terror, armies vast but not entirely of human stock. Creatures of legend and nightmare prowl these lands, swimming in the seas of your unconscious mind, the archetypes feeding these timeless themes. Hopefully you will choose this role-playing system to aid you in your weaving of tales for that party of heroes that grace your living room during the next game.
 


WizarDru said:
Only just saw the post. I'll be glad to take a look. Expect an e-mail shortly. :)

Hey WizarDru, I just noticed you are close to my old stomping grounds. I used to live in Wayne, PA, and I went to Radnor High School. I am long out of high school (1991), and I live near the philly air port now. Small world, eh?
 

Me too... my homebrew will be ready 'shortly', but it sounds slightly different. Let's see what happens.

(And heck, I've had nine years of dev time for my homebrew - good on you for asking for help.)
 

Remove ads

Top