>What're you running?
Nothing at the moment. I'm working on a homebrew though!
>What're you playing?
Also nothing, work has me separated from my gaming group.
>What systems do you want to try?
Traveller, Savage Worlds, 13th Age, Fantasy Craft, Microscope, Ashen Stars, Mobile Frame Zero, Burning Wheel, Rise and Fall, Heroes of the Hearth, Before the Storm, Degenesis, Rogue Trader (Or any of those 40k RPGs)
>Any neat character ideas you've been wanting to try?
Yeah, a few, but nothing particularly fancy; Awakened slime, an awakened cobra that sets up an alpha legion/word bearer type cult, a worm that walks, a primitive rogue/sorcerer that likes to gamble (and cheat), a multi-armed (devilish? undead? alien?) surgeon who helps people in exactly the same way as a monkey's paw.
>Share greentexts, homebrew ideas, etc.
My homebrew idea is a bit much for one post so I'll give it a brief overview. If any of you have played D20 starwars it uses that as a baseline for how it works. Initiative is scrapped, so are jedi and anything overtly technology related (like starships and computers) as the setting has a fantasy skin on it, skills are chosen separately from the class sorta like D20 Modern/CoC and they're condensed into a shorter list so that there's more room for knowledge skills, languages, music, or any skill unique to a character like scrying or autohypnosis or whatever. Magic is kept subtle as possible along the lines of The Force/Lord of the Rings/Conan type stuff and takes a lot of inspiration from the occult. With this lack of enchantments or blasters, a greater emphasis is placed on quality crafted items and alchemy. Diplomacy has been turned into a full party activity (like Red Markets if you've had a chance to try that out at Gencon I highly recommend it) so that nobody gets bored or distracted while two people have a dialogue. What I'm tossing around as an idea now is Traveller style character generation as an option for players who are indecisive about what sort of character they want.
Setting can be anything but I'd like to run it in a sort of post-apocalyptic far future to the point that society has regressed to medieval and nature has completely reclaimed all previous remains of civilization. Cryptids roam the land along side various megafauna, ice-age animals and chimeras escaped from wizard laboratories. I was pondering using a map of earth with large chunks of it flooded or irradiated and the poles reversed, but I'm not 100% sold on the idea. The system still needs to be playtested and I'm more than willing to flesh out the setting with the players as I go along. Pics related are the sort of things that have inspired me and I've amassed folders full of similar stuff.
>like a Bolo tank from that book series i can't remember the name of.
Is- Is this a meme I'm not aware of? Surely this isn't serious. The first book in the series is called 'Bolo!' for goodness sake.
As a DM I hate anything that bogs down gameplay: Hordes of enemies that need to be fought individually, initiative order (players will get distracted while waiting their turn then need to be caught up on what they missed), parties larger than 4 players. As a player I hate being told that things are impossible. If it's really difficult and would take a long-ass quest to do, I'm fine with that. But impossibilities are annoying as hell, especially for little things. As a general piece of advice. Games are for enjoyment. So facilitate the players having fun. If they want to do something hilarious and awesome but their dice roll doesn't meet the DC, just fudge it. If the campaign stops being fun for the DM, let the players know why because the last thing they want is for the DM to get burned out and not want to play the setting they enjoy anymore.