The Game Design
This is not a d20 game.  I did not set out to specifically avoid d20, but the more I played and designed, the more I decided to go back to basics.  Hemingway is the king of literature in my opinion.  In discussing writing, Hemingway counseled paring back to the sinew, and write one true sentence.  I keep that in mind as I design.  Strip it back to the minimum to get to the core of the game.

So the d20, D12, D10, D8 and d4 all went right off the table. Followed along by the d24, d30, and a standard deck of cards I experimented with.  So that leaves the humble classic d6, the model T of gaming. 

Next I looked at all the attributes and stats from various RPG's and came down to the following: Strength, Dexterity, Intelligence.  Secondarily Movement and Hit Points.

I originally designed it as skill based system, but for ease of play and instant access, I shifted to class based.  I generally dislike class based gaming, yet in play testing, new people were much more able to jump in playing a prebuilt concept.  Is this possible with Skill based? Sure, but then it becomes class based anyway.  Currently I have over 20 classes and 7 races.  Lots of opportunity to play the character you want!

In the end these are the overall goals of the game design: Flexibility, simplicity, and playability.  If something interferes with any of those goals it adapts or becomes extinct. The rules should provide a foundation and aid in the creation of fun, never impede it.
Why do we sing "Take me out to the ball game" when we are already there?

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Random Thoughts