Originally Posted by
Djinn_in_Tonic
Alright. *cracks knuckles*
So here's the thing. A project lead for a homebrew project needs to have some idea of what the project is. Not just conceptually, as there are a number of varied ways to make any "style" or RPG, and we'd each go about making such a system in a different way.
As evidenced by this thread, we can get into endless discussions about any specific point in the process, so a project lead needs to have some conceptualization of the core mechanics, or enough knowledge of RPG design to be able to patch something together from suggestions, even if just as a starting point. Hence why most systems are either based on existing ones, or designed as one-man projects and then have others come aboard once the core is in place, however shaky it might be.
Further, your concept is lacking conceptually, since you don't tell us what sort of system you want. If you want a tight, detailed system you gain a lot of mechanical depth, but lose out on some character customization (if there's an ability to do X, Y, and Z and I want to do X, Y, and Z but don't have the points/level/etc, I feel annoyed, especially if Z is something like throwing my shield, which I should logically be able to do...i.e. having a specific ability for something makes it seem like people WITHOUT that ability CAN'T do the action. This is a problem with 4e). In contrast, a more ambiguous system obviously isn't as mechanically robust, but can give players a lot more freedom with their actions and characters. It sounds like you want the former, but you haven't told us.
In short, there are many incredibly skilled homebrewers and system designers on these forums, but we don't work well together in a vacuum. You have to offer us enough to sink our teeth into, and then we can work together to find the flaws of the system, the successes of the system, and how to make it better. Without ideas, however, we'll just butt heads all day long, since each of us would approach system design differently, and to different ends.
Take the guys who designed Legend, and put them next to myself, for example. I love what I've seen of Legend, and it's a beautiful bit of system revision/design (it sort of blurs the line between 3.5 and a new system). However, if you put it next to my assorted ideas of a 3.5 revision, you end up with two entirely different things. If I had tried to work with them, we would have had some serious issues without someone coming in and saying "Alright. This is what we've got to work with...what can you do?"