« Last post by Strolen on August 12, 2015, 10:18:54 PM »
The first piece of advice I'd give is look at many systems that have already come around. If you've only had familiarity with the d20 system, there is a lot out there that is radically different, and you don't want to make the mistake of inventing a really cool new subsystem for your RPG and then declare that it is new and amazing only to find people that are a bit more metropolitan in their gaming experience say "Yeah, but that is exactly like this thing that has been done in 25% of the RPGs written since 2004" or something like that. Often this is what "fantasy heartbreakers" do, if you are unfamiliar with that term look it up because you want to avoid creating one of those.Thanks for the advice. Other than d20 I am also familiar with systems that use d6 like Dungeon/Apocalypse World (never played, but I understand how it works) and I discovered d100 only a few weeks ago, so I'll look into that more. Are there any other dXXX type systems that may not be as popular but still can work consistently, such as d8 or d12 (if those are even real systems)?
Second, much of the more recent hits among new systems are more narrative/rules-light with less focus on tables and tons of crunch. If you haven't looked at any of those yet, you should because they are pretty revolutionary compared to more traditional gamist and simulationist systems.
If you still want to do a crunchy system, I'd recommend looking at Savage Worlds. It's much faster than d20 with a similar level of crunch. I believe it's available for non-commercial projects with no strings attached or for commercial projects with permission from the publisher. If you are thinking with a more narrative bent, take a look at the *World engine (I think it's available under some kind of CC license, but I think there might be some additional restrictions) or Fate Core (this one is available under a cc-by license)