Heartbreakers
I'm told that I'm hardly alone, and that there's a long tradition of what's been termed the 'heartbreaker' game, where a devotee of RPGs goes out to create their own system, investing time, passion and probably funds only to see it plummet to the remainder bins or merely wither on the vine. Kickstarters can be a useful filter for those keen to take the plunge, but for myself I would say that at least half of the ideas above, any game system I could devise could just as well have been reshaped as a D&D campaign and left it as that. Even Gloriana wouldn't need a lot of changing, the idea itself being based around character types, creatures, politics and skill sets - all surface detail rather than mechanics.
The House Wins
So, then, to the present day, where I've recently found loose pages of ideas from playing over the years. There's a mix of material here - ideas for character templates, variant races, honing character classes and creatures to 'fit' literary archetypes from Chaucer to Tolkien, and module ideas in which to plonk them. Plus of course there's Gnomes - of course there are Gnomes. One of my bigger self-made modules Barbigazl had Gnomes and not Dwarves as its central race, so they've never been far away. I've decided then to attempt to put these ideas together with traits and playing styles discovered and adopted by me and my fellow players since we began, under a set of House Rules (for want of a better term.) I might call it Redcastle, after the home we first played D&D in, and see where it goes.
This may end up as yet another occasional series on Jetsam and go no further - common sense suggests that it does, but if you're interested at all, I'd love to hear what you think!
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