The 30 Day Challenge was a lot of fun. It also acheived the main goal which was to get most of the creative ideas out of my head and into type. It's true that the posts did not require anything new, but looking through the old notes, I realized that there were still lots of things I wanted to create.
A good example comes from the post about shemping. I wanted to create a Dragon Disciple class that basically makes a cleric/priest type of class evolve into the power equivalent of an ancient dragon at higher levels. I also enjoyed shemping other creatures as humans - it makes for truly interesting NPCs.
The big project, though, that I want to create is my book of house rules for S&W. If the execution matches the concept, it will look like a cool combination of Blackmarsh and Stonehell set in Pars Fortuna. In reality, well, it may look like yet another retro-clone fantasy heartbreaker. After that, I'll need to work up the gumption to run a G+ game with it.
To get a good idea of the outline, I turned to Stars Without Number. Kevin Crawford to doing something awesome with taking what is essentially Basic D&D and creating worlds around that system. The outline he is using is easy to understand for players and GMs. So here is my SWN inspired outline:
Creating a Character
Movement and Encumbrance
Saving Throw Mechanic and Its Uses
Turn Undead Table and Its Uses
Combat (Mundane and Supernatural)
Powers of the Hermetic Mind
Magical Research and Specializations
The Four Regions
Life in the Four Regions
The Eternal Struggle
The Role of Supernatural Beings
Deities and Other Beings with Godlike Power
The Starting Planet
The Other Planets
Spheres and Other Universes
The Astral Sea
The Outer Planes
All Creatures Great and Small
Starting Adventurers in A Different Region
The rules begin with the individual and work their way into larger and larger scope until you reach the GM, the one about it all. The idea is for the rules to expand from personal perspective to how the world works (systems) to how magic works, to the continents, planets and spheres of the universe before expanding out to the multiverse.
Creating a Character is pretty much by the book. Choosing a homeland asks the character to be from somewhere within the psuedo-European region of the world. It provides some grounding for everyone starting out. Class choices actually differ by region, but more on that is covered at the end of the book for GMs where all the player and nonplayer classes are listed.
Adventuring provides some information that characters face in their exploration of the world. I give XP for exploration, so a section of how that works in adventuring seems necessary. Outside of that, mechanics for encumbrance and other mundane aspects of adventuring are covered.
The Magic section deals with the five types of magic. Within each type are multiple ways of using that magic. Mages can be traditional vancian mages, five-color mages, talisman makers. Wyrd Sorcerers fill in a miscellaneous spot. This would include shamans, theurgists and other types that are difficult to classify. Priests operate like Priests of Different Mythoi from 2e, so some examples are provided. Alchemy is the traditional name for my Hewcaster. This class steals the essence of things and make wondrous items. Hermetic Magic is my term for psionics, this owes more the western tradition of the Hermetica that speaks of enlightenment, the mind, the cosmos and nature.
Common to all magic, is specialization, a focus for a spellcaster that determines his/her success in understanding magic.
Beyond that, everything is GM stuff that may or may not be used. Wish me luck.