The first step of the project (the game rules are only a foundation) is to create a product - something that illustrates the broad flexibility of the rules as a platform for re-imagining house rules as (a) fundamental to the game and campaign, (b) able to start from a far deeper point in the rules than normally thought - changing the way clerics cast spells, or adding in your own saving throw system using playing cards instead of dice - this sort of thing. The second thing to illustrate is that the game’s not going to propose ANYTHING as a fixed rule. The core rules are an anchor to allow people to communicate about gaming in the same language, and keep publishers’ material from being utterly incompatible to the point of uselessness. But what’s supposed to emerge from this project is options, clearly expressed as choices for the GM to make if his imagination’s captured by the description of the options.I am adding this blog to the roll on the right. Awesome stuff, and a project which I must admit is truly exciting! Thanks Mythmere!
~Sham, Quixotic Referee