Hi there! I set up this wiki to collect my thoughts and make an easily-navigable system for the RPG system that I am designing. I also will (eventually) have a sample fantasy setting that you can use for your games. Take a look around, and if you have any comments or questions, you can leave them here; you can also edit the Discussion pages of almost every page on the wiki, except for the main page and category pages. Spammers beware: if you start spamming my stuff, I will be angry.
The stuff below is background stuff. Here are the important links:
I've been playing (or watching other people play, as the case may be) computer RPGs since I was about 6 years old. I got into pen-and-paper role-playing my freshman year of college with DnD 3.5, and quickly fell in love with DMing. I've run a lot of different campaigns since then (six of which were increasingly-heavily house-ruled DnD 3.5, one of which was Mutants and Masterminds, and several using this system), and I've played many more games than that in a number of different systems, including World of Darkness, Amber Diceless, Star Wars d6, and DnD 4th edition (blech!). I'm at the point where I'm fed up with the complexity and broken-ness of DnD 3.5, so a few years ago I sat down with the intention of making my own system that was simple and easy to play, and used all of the best qualities of the various systems I've played over the years.
The first iteration of that system was called TWERPS, and the entire rule-set took up five pages. The core of those rules have stayed the same, though I've realized that in order to make things work, I really do need to provide a bit more guidance to game-masters (If the rules didn't give me enough guidance, and I designed the system, that's a problem). The next iteration of the rules was also called TWERPS, though by this time I had discovered that name was already taken. That iteration went through a decently intensive playtest, and a lot of the bugs got ironed out (but not all of them). The version that you can now find on this wiki is called Cubic Fortunes (thanks to Jordan Boye), and has had a lot of refinements made for balance reasons. However, the major themes and design decisions in the rules are largely unchanged from v2.
Insofar as how the system actually works, it is a d6-based dice pool game that has been designed to be entirely setting-agnostic. This (I think) fills a huge need in the world of RPGs, as the only other entirely setting-agnostic RPG that I'm aware of is GURPS, which is a beast of tremendous complexity. Thus, the primary goal of this system is to be a simple system with which you can play fantasy, sci-fi, modern, supers, or any other type of game that you and your group wants to play.
Generally speaking, I have tried very hard to make this site as user-friendly as possible. Therefore, if some term is used that is specific to the game rules, it should be hyperlinked to the appropriate definition or section of the rules discussing that term. I can't guarantee that I'll catch everything, but I'll do my best. Insofar as this goes, there are two conventions that I use throughout these rules:
The first is that whenever I use "you", I am speaking about the player, and whenever I use "your character", I am speaking about the person or creature in the game world (actually, I can't guarantee that this is true always; though the player and the character are very different, it is sometimes easy to forget. Hopefully it is clear from context what I mean even if I forget to be explicit about the distinction. Please do tell me if you find any place where I break this rule).
The second convention is that regardless of who I am talking about, I will refer to people in the masculine gender. This is not because I am sexist or because I hate women; this is simply because English does not have a good gender-neutral pronoun and I refuse to use any of the ridiculous things that people make up for this purpose. Furthermore, recognize that this is a role-playing game, and that characters may have no gender, or several genders all at the same time! Rather than try to be PC and cover every absurdity, I will simply refer to everyone as "he". If you don't like it, maybe you should get over it.
In addition, nearly every section of the rules will have one or more of the following collapsed elements present beneath them:
Example of play
This section will provide hypothetical or real examples of how specific rules might appear in gameplay.
For game masters
This section provides suggestions and advice to game masters who are trying to figure out how to apply specific rules to certain circumstances. It's a bit of a hybrid between "Optional Rules" and "Design Commentary" that usually explains how I try to interpret the rules. Obviously, you don't have to stick to my interpretations.
This section gives some additional rules that I have found to be helpful in my games, or that I think someone else might find to be helpful. You don't have to play with them, they aren't 'canon', so to speak (though I think you'll find that very little is canon in this game), and they may or may not be balanced. Use at your own risk.
These sections provide some insights into why certain rules have been written the way they are. You don't have to care about this at all, but if you're interested in game design, you may find them helpful. You may also find them useful if you come across a situation that is not covered in my rules; I have tried to make my rules as self-consistent as possible to make on-the-fly adjudication easy, and I think that if you understand the reasoning behind the rules, it will make that particular task even easier. Your mileage may vary.
Finally, as I mentioned above, there is a Discussion page that is freely editable, where any sort of feedback is welcome. In addition, the talk pages for almost every single page on the wiki are editable, if there's some specific clarification or comment that you would like to leave.
A big thank you to Jacob Seene, Mike Bigelow, Drew Gifford, Keren Osgood, Vince Miner, Jason Martinez, Grace Lapsley, Karen Morrison, Buck Schulze, Tessa Schulze, Jordan Boye, Colleen Boye, Ryan Stoddard, Jennifer Stoddard, Xkylyr Rauh, and Meredith Rawls. These fine individuals helped me in a very large number of ways -- endless discussions of rules and ideas, extensive playtesting, editing of this wiki, and lots of fun times. Thank you so much for your help!