Once I get into "writing games," I don't really want to stop. SBRPG comes first. Then, I can work on other projects. I will avoid the 5E market if I write for different games; if my heart is not in it, why write for that market? I know, "that is what sells," but if my heart is not there, I am not doing it just for the money.
George and I wrote many games. We did this as a hobby. Many of them are stashed in folders and just sitting there.
Looking back, SBRPG was an incredible game. There is nothing else like it, even to this day. It reminds me of classic Traveller in a way, but with 3d6 and a much more flexible resolution system, where hazards (also known as saves) are tied into the core mechanic. It utilizes levels for characters, hazards, and a few other elements, and then transitions to a full-point-buy and design system. Most of the game involves a level plus ability score modifier versus a difficulty, roll, and go mechanic.
There is this unwritten rule in the game where all you have is a pack of five Yahtzee dice, and the whole world is open to you. We designed the game to be played with 3d6 only and used multipliers for higher rolls. Most of the game can be played "in your head," which is nice. Without powers, the game moves at a high rate of speed, and we designed it to be played live at the table.
When we used this system, we never rolled for initiative or did turn structure. Whoever said something next got to do something, and the referee was the final decider of "who goes next." Everyone just shouted what they did, the referee pointed at them, and the player rolled for it. The referee then handled a few monsters and then pointed back at the players, who shouted something else. Everything happened live; we never rolled for initiative, and the referee is smart enough to figure out fairness and pacing.
It was like a demolition derby meets a boxing match, where things happened in real time. It was a thrilling experience, and I refereed those games fairly. Everyone was happy, and no one felt left out. The game is all about energy and momentum. We only put an initiative system in the game because that is what we felt every game needed. In reality, we never did. This "no initiative rule" will likely be included in the remaster.
It is one of the best "theater of the mind" systems ever written.

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