It's been a long time...
Sadly, I didn't get to release Misfortune for christmas, doubtfully will release it before the turn of the year.
>Thread topic
I've been working quite vigorously on a new thing: Manual for Apocalypse Survival (name pending).
Basically take Mad Max, Rage, Fallout and mush them up. The rules are unquestionably gritty, with singular bullets having a chance to cause massive damage.
It's kind of like the antithesis of Ops and Tactics. I aim to have a lot of options for playing, but presenting it all in a really simplified fashion, while still trying to keep the game extremely gritty.
The entire game works on a simple mechanic. You roll 2 dice and take the higher one. In some cases you take the lower one. Sometimes you use both (a roll can be segmented into a hard part and an easy part. Like while searching a place up, the lower die is used for noticing what has been purposefully hidden).
Similarly, when you hit with a weapon, you roll for both its armor piercing AND its damage. The higher die is the armor piercing and the lower is damage. Qualities of weapons might flipflop this (like a shotgun or a sharp weapon) or cause them to shift otherwise.
I was advising someone about a segmented abstracted ammunition system in the last thread (Plentiful, Adequate, Low, Empty / something to that effect), and I implemented it here. I even took the "Shoot more bullets" "Shoot more accurately" choice. It kind of inspired me to do this as a whole.
And on top of all that, I managed to have quite the radical stat acronym (because I know Veeky Forums loves some good stat acronyms):
RAGE
>Reflexes
>Aura
>Grit
>Expertise
I'm currently thinking about vehicle rules. Or more precisely, vehicle combat rules.
Basically, instead of laying out a map, I'm thinking of making the VEHICLES into a map. Like, instead of designing places the vehicles go through, the important part is that the vehicles are plotted into a formation, which is the combat map.