>>12082496and it's a good naeun
what i have to do overall. part of that work was finding out i have 50% less work overall than i realized, but i won't complain. point is i only have a bit to do tomorrow
gotta eat before that
omo nice
>>12082500well not the one from class but a different one
dubious
>>12082510only had gochujang as far as pastes go and i 'ate that
both. while i don't reconstruct a ton of lore from the ground up or anything, i usually fuck around with the world building plenty whenever i'm DMing because premade worlds can be a huge pain.
there are a lot of systems out there i've yet to try, but i'm underwhelmed by a lot of them. i haven't read up on any that seem to get the balance between complexity, versatility, and customization right. most focus on one aspect, do ok on another, and totally sacrifice the third.
d&d for example is so wildly popular because players have an above average level of control when it comes to building their character and you can get pretty much up to speed on the game in one afternoon's effort, but if you want to do something other than medieval fantasy you'll have to put in ungodly amounts of effort. in many cases items and enemies and whatnot are tied to specific proper nouns as well, so it can require a lot of extra effort to escape premade settings
on the other hand there's something like pathfinder which probably has the most nuanced character builds out there and it's not quite AS tied to a standard fantasy setting, but it requires hours upon hours of reading to have the slightest clue how to play the game
a majority of other systems fall into a third category where you can plug them into pretty much whatever environment you want or you have a lot of options on what to do with your character, but that's because they rulesets are basically "just do what makes sense :)"
i think i've got a decent idea on two systems that will come together for a good balance of these 3 and a unique yet versatile setting to target