So, this is a weird thing... (homebrewing ttrpgs)

JustKneller

Habitué
Messages
994
I've been homebrewing tabletop games for decades at this point. It's a fun diversion and my players seem to like it, so why not? In any event, the process has always been the same. I get the spark of an idea ("Wouldn't it be fun to play a game where you ______?") and then start building it. I usually don't have (m)any mechanical particulars to start. I just let the creative process guide me and the details become clear as I go.

So, I've been working on this one game. My plan is to eventually get a group of local gamers together for some tabletop (I haven't found a new gaming group since we moved to this area). I'm kinda missing sitting around the table with some pals having some beers and playing some games. I have an idea for a setting and general gameplay for an old school style (like 1980s D&D even though I didn't start tabletop until later) RPG and so I started building.

I've reached a place where I mostly have the framework together, but the weird thing is that a fork in the road popped up. Well, more like a double fork. I'm working through the history of the setting to get to "present time", and I have two rather different visions for what present time could look like in this world. On top of that, I'm fleshing out the mechanics, and there are two rather different directions I can go here. Normally. I have a pretty clear idea as to how a game is going to come together at this point, but I'm not feeling overly compelled in one direction on either front. All roads have their pros and cons, advantages and challenges, and there's no strong contender.

What do you do with that?
 

mlnevese

Innkeeper
Staff member
Messages
677
Sometimes the only way to know how a homebrew will work is testing with real players and seeing how it goes. Whenever we were trying homebrew rules in our games me and my group had an agreement, we could undo the actions using that rule, if proved broken.
 
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