Take things slow. Ive also started writing my own, and Im 100 pages through after 1 month. Im personally fine cause TTRPGs are all I do with my life, but thats enough to give a lot of people burnout. Just remember to not go too quick on the workload for your own sake
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NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG Lesser Student of Technomancy [undergrad student in computer science] Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews! Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya! Characters (Outdated)
You may want to check out this video. He's talking about the principles of Game Design and using D&D and what he sees as its inadequacies for a foundation for "gun play" so to speak, so then does a sort of off the cuff, or apparently off the cuff, think through as to what a game supporting an old west mythic gunslinger style firearms combat system would need. It's a good vid.
EDIT: would help if I actually put the vid in here, right?
I would first of all note down what it is you're trying to achieve that 5th Edition doesn't let you, before reading and playing other TTRPG systems before making your own, unless it's absolutely bare bones (a friend of mine ran a one-shot with pre-generated characters and a single d6). If your entire game design experience orbits around your time with 5E, your system is going to be little better than a fantasy heartbreaker, which I guess is fine if it's solely for personal use. Just be careful, as ChristheSoulcasterMage rightly says, you don't want to burn yourself out when you could quite simply use a different system better suited for your needs.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
I would first of all note down what it is you're trying to achieve that 5th Edition doesn't let you, before reading and playing other TTRPG systems before making your own, unless it's absolutely bare bones (a friend of mine ran a one-shot with pre-generated characters and a single d6). If your entire game design experience orbits around your time with 5E, your system is going to be little better than a fantasy heartbreaker, which I guess is fine if it's solely for personal use. Just be careful, as ChristheSoulcasterMage rightly says, you don't want to burn yourself out when you could quite simply use a different system better suited for your needs.
My basic premise is: A world of floating islands and endless skies is just starting to recover from a horrific war. The technology is roughly WWII-ish, with dieselpunk planes and airships of all shapes and sizes. There is currently a cold war between two major powers, and a rump state left over from a huge empire which is bitter after a period of revolutions where almost all their territories became independent. Worryingly, this cold war is on the brink of becoming... not so cold, and the two sides are developing new weaponry which might be too powerful for their own good.
The players will be the crew of their very own airship, each with their own unique role. The classes I have so far are: Pilot, Navigator, Gunner and Mechanic. Any ideas what else I could do? I want at least 5 or 6 classes. They will work together to triumph in aerial dogfights and negotiate with NPCs on the islands. They will also be able to customise, modify and upgrade their plane. I'm not sure what stats they'll have and how the aerial dogfights will work.
I would first of all note down what it is you're trying to achieve that 5th Edition doesn't let you, before reading and playing other TTRPG systems before making your own, unless it's absolutely bare bones (a friend of mine ran a one-shot with pre-generated characters and a single d6). If your entire game design experience orbits around your time with 5E, your system is going to be little better than a fantasy heartbreaker, which I guess is fine if it's solely for personal use. Just be careful, as ChristheSoulcasterMage rightly says, you don't want to burn yourself out when you could quite simply use a different system better suited for your needs.
My basic premise is: A world of floating islands and endless skies is just starting to recover from a horrific war. The technology is roughly WWII-ish, with dieselpunk planes and airships of all shapes and sizes. There is currently a cold war between two major powers, and a rump state left over from a huge empire which is bitter after a period of revolutions where almost all their territories became independent. Worryingly, this cold war is on the brink of becoming... not so cold, and the two sides are developing new weaponry which might be too powerful for their own good.
The players will be the crew of their very own airship, each with their own unique role. The classes I have so far are: Pilot, Navigator, Gunner and Mechanic. Any ideas what else I could do? I want at least 5 or 6 classes. They will work together to triumph in aerial dogfights and negotiate with NPCs on the islands. They will also be able to customise, modify and upgrade their plane. I'm not sure what stats they'll have and how the aerial dogfights will work.
If you don’t want to go through the work of creating your own system, I’d suggest checking out a system called Cogent Roleplay. It’s pretty simple and very honest friendly, plus it’s free! Just look up Cogent Roleplay and you should find the website.
I have no experience making my own system so that’s ask I have to offer.
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I like D&D 5e, but even with homebrew it can't really accommodate for my ideas. So I'm going to make my own system. Any tips and ideas?
Soon to be DM.
Currently in a homebrew post-apocalyptic game.
Take things slow. Ive also started writing my own, and Im 100 pages through after 1 month. Im personally fine cause TTRPGs are all I do with my life, but thats enough to give a lot of people burnout. Just remember to not go too quick on the workload for your own sake
NNCHRIS: SOUL THIEF, MASTER OF THE ARCANE, AND KING OF NEW YORKNN
Gdl Creator of Ilheia and her Knights of the Fallen Stars ldG
Lesser Student of Technomancy [undergrad student in computer science]
Supporter of the 2014 rules, and a MASSIVE Homebrewer. Come to me all ye who seek salvation in wording thy brews!
Open to homebrew trades at any time!! Or feel free to request HB, and Ill see if I can get it done for ya!
Characters (Outdated)
You may want to check out this video. He's talking about the principles of Game Design and using D&D and what he sees as its inadequacies for a foundation for "gun play" so to speak, so then does a sort of off the cuff, or apparently off the cuff, think through as to what a game supporting an old west mythic gunslinger style firearms combat system would need. It's a good vid.
EDIT: would help if I actually put the vid in here, right?
Jander Sunstar is the thinking person's Drizzt, fight me.
I would first of all note down what it is you're trying to achieve that 5th Edition doesn't let you, before reading and playing other TTRPG systems before making your own, unless it's absolutely bare bones (a friend of mine ran a one-shot with pre-generated characters and a single d6). If your entire game design experience orbits around your time with 5E, your system is going to be little better than a fantasy heartbreaker, which I guess is fine if it's solely for personal use. Just be careful, as ChristheSoulcasterMage rightly says, you don't want to burn yourself out when you could quite simply use a different system better suited for your needs.
If you want inspiration I'd recommend checking out r/rpgdesign, the Angry GM and the Alexandrian.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
OK so I'll be more specific if that helps.
My basic premise is: A world of floating islands and endless skies is just starting to recover from a horrific war. The technology is roughly WWII-ish, with dieselpunk planes and airships of all shapes and sizes. There is currently a cold war between two major powers, and a rump state left over from a huge empire which is bitter after a period of revolutions where almost all their territories became independent. Worryingly, this cold war is on the brink of becoming... not so cold, and the two sides are developing new weaponry which might be too powerful for their own good.
The players will be the crew of their very own airship, each with their own unique role. The classes I have so far are: Pilot, Navigator, Gunner and Mechanic. Any ideas what else I could do? I want at least 5 or 6 classes. They will work together to triumph in aerial dogfights and negotiate with NPCs on the islands. They will also be able to customise, modify and upgrade their plane. I'm not sure what stats they'll have and how the aerial dogfights will work.
Soon to be DM.
Currently in a homebrew post-apocalyptic game.
If you don’t want to go through the work of creating your own system, I’d suggest checking out a system called Cogent Roleplay. It’s pretty simple and very honest friendly, plus it’s free! Just look up Cogent Roleplay and you should find the website.
I have no experience making my own system so that’s ask I have to offer.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Well thanks anyways, I'll check it out.
Soon to be DM.
Currently in a homebrew post-apocalyptic game.