Here is the link to the in-progress version of it.It's in a fancily formatted HTML file, so you have to download it to see it. Just click the download button and open it with Firefox or Chrome or what have you. Ignore the links at the top, as those are placeholders for the future when this is on a website. (Also, the background image isn't mine; I just chose it because it looks cool and shows off the transparency in the text boxes.)
So! This is something I've been working on for a very long time. Last year I started on typing up the meat of the game in a Google Docs page, and now, after a several-month-long break, I'm working on it again. I've put it into a (hopefully) easier to read format than a wall of plain text, but it isn't completely finished. Or even nearly finished, really. I'm posting it to see what people think of it, because I would otherwise be in a creative echo chamber with no external input.
The gist of the game is this: it's like a combination of Dungeons and Dragons, Dwarf Fortress, and The Elder Scrolls with a magic system from The Dresden Files.
Characters:Your character has a few different parts to it: focuses, attributes, skills, ideals and weaknesses, and gifts and flaws. Focuses determine how fast skills level up, attributes are similar to ability scores in DnD, skills are more similar to The Elder Scrolls games than DnD, ideals and weaknesses give the GM something to go off of when handing out experience, and gifts and flaws are free pairs of bonuses and flaws.
Classes and Leveling:You gain experience by using skills and roleplaying, as opposed to killing things. Classes don't actually restrict your skills or abilities, but you'll only be exceptional in your class' intended area. Classes also control which perk trees you can select perks from when you level up (I haven't gotten around to actually writing the perk trees yet, though).
Magic:Unlike DnD's Vancian magic system, you cast spells by rolling Spellcasting skill checks and, if you fail, the magic goes haywire and screws you over. Even on successful rolls, you become fatigued from the effort. Spells can be customized easily and modified slightly on the fly, and don't require any specific character traits aside from good rolls and modifiers.
Combat, Injuries, and Healing:Combat has a targeting system and no hit points, like in DF. Attacking rolls are countered by Block and Armor Usage skill checks, and, if the attack is successful, cuts and bruises accumulate and heal over time. Except in exceedingly rare circumstances, magical healing is entirely absent from play. Skills such as Suturing, Wound Dressing, and Surgery either aid in recovery or are required to survive after serious injuries.
That's just the general idea of it. In the HTML file, there's a lot more information, as well as the exact wordings of rules and whatnot. Looking through it, any thoughts on the matter? Ideas? Criticisms? Scathing reviews of how terrible the whole thing is?