Hey there, I'm Hawk, and I'm looking for people, either players or forever-DM's, to help playtest a new system I'm developing. I've been working on this for a few months now and it's at a solid stage where I feel comfortable to have other people read and play it to stress test the system. It's a medieval based combat system but designed for relative simplicity, all rolls are done with d10's and health is separated into Minor or Major wounds (no giant pools of HP that you have to slog through). For these sessions I would like to work with you on character generation and then run combat scenarios at varying levels of difficulty for balance and fun. All levels of experience welcome! Experienced players will provide a great assessment on the overall quality, and new players will help me understand how accessible it really is. If you enjoy trying new systems and have an eye for game mechanics I'd love to run a session for you and provide the opportunity to give any feedback you can think of. The sessions would be voice chat over Discord. If this sounds like something you would like to do please contact me privately with: Your name/Discord handle: Experience: Timezone: Any questions: Any additional details you'd like to provide: If we get along I'll send you a copy of both the rulebook PDF and the editable PDF character sheet and start to coordinate the character generation session. The excerpt from the introduction: "I love tabletop RPGs. I enjoy playing them but I found my preference to be running them; the behind-the-scenes work, the world-building, the adventure crafting, helping players create fun characters to play narratively and mechanically, and finding ways to weave their backstories into the main story is so much fun for me. I can’t remember when I started (I would guess around 2017) but I have run games for multiple tables over long-form and one-shot campaigns. Dungeons and Dragons 5th Edition is my main source of play (and as such probably has the most influence in this system), but it always bothered me that combat in that game becomes more about bigger numbers along with a whack-a-mole effect when people go down in combat. In later stages of the game things feel spongy, and while you could just increase the numbers more to meet that, it doesn’t feel like it is the same type of danger as you experience at lower levels. I’ve looked into more “gritty” and “realistic” systems but found that to meet those labels they also had to come with “complicated” and “look at an appendix to see if you damage, then look at a different chart to see where, then roll 5 times to determine the exact location and how badly you injure them” which, while it has its place, feels very cumbersome. So, I thought: Why not create a system? I’ve taken a lot of inspiration from different systems, adding concepts I think work well with twists, removing bloat where I can, and trying to keep the danger real while only needing, at minimum, 1 die for the entire table (though having more would obviously move things along faster)."