I’ve been going on a lot lately about wanting to build out a game system that works for me and my tabletop preferences. If you’ve read this blog at all, you’ll know that I’m frustrated with a lot of what Games Workshop calls rules these days, and that I’ve found a lot of other games that are too hot, too cold, too firm, too soft, and nothing that’s just right. Yup, I’m Goldilocks. And none of these damned bears have anything I want.

I spent the better part of February valiantly trying to hammer out my own system, jabbering like a hundred crazed monkeys clanging away at the keyboard. And just like those metaphorical monkeys, I produced a mighty heap of, you guessed it, gibberish.
Game design, it turns out, is really tricky. I’m not an un-clever person, but the web I was weaving myself into was getting pretty sticky. I was getting stuck. I should ease off on metaphors…
So, like many people before me have done, I am going to pillage my way through stacks of inspiration that are currently lining my bookshelves. I have collected a massive library of game rules over the years, so I have plenty of sources of inspiration to draw from!
After going through everything, I think a bit of what I am looking for can be adapted from the Savage Worlds role playing system. It’s a universal system that is setting agnostic, and I like the base mechanics. After spending a little time under the hood, I think that stripping out the RPG elements and focusing on the stuff I like will give me a good framework to build off of.

One of the things I was working on in my own homebrew system was a way to use different polyhedral dice to represent skill levels and attributes. Savage Worlds does something similar, but they’ve been at it for 30 years and have done a bit of streamlining that flows a lot smoother than the aberration I was building.
Basically, each Attribute or skill is ranked as d4, d6, d8, d10, or d12, with the higher numbers being better than lower. Since Savage Worlds is an RPG, there’s a ton of skills and special effects baked into the system, some of which work with a table top skirmisher, some of which absolutely don’t. That’s fine, I can work that part out. Mostly I’ll be using the Attribute system as a springboard for everything else. I’m throwing about 1/3 of that out, though, because it’s a little clunky for the flow I’m looking for on the table.

There are aspects of other games, like Relicblade, Necromunda, Mordheim, and Frostgrave that I’ll be adapting as well. The biggest challenge currently is developing a points buy system to give some approximation of balance, but that’s not going to be impossible… I hope!
Apologies for the lack of minis progress in this post, I am recovering from surgery and can’t spend much time sitting at my paint station yet!

























