Over the past week or so, our sleep schedule's been shot to pieces thanks to factors beyond our control. In addition to that, we've had to deal with a few stressful things. This has left us especially fragile and moody, and feeling that strange combination of "I should be able to do this" plus "why am I having a breakdown?" that apparently comes with mental illness.
In between things like this, we managed to get a few things done.
We've started on citrakayah's story, and have written a few hundred words for it. It's very unorthodox and requires a bit of debugging, but I am excited about the experiment.
We're starting to write a few articles again, about a dozen a month at a reduced rate. The Major News Site no longer lets us write for them, but we're getting a surprisingly decent bonus this month for not having gotten anything published recently. We're going to apply to another site soon.
We're still working on learning to write apps, but since it's the thing with the longest-term payoff we keep postponing it.
Besides that, we're trying to revise the fursonarpg. After working with players and noting their confusion, at our adaptation of Pathfinder's rules, we're trying to change things around a lot to remove unneeded complexity. Discussion of specific ways under the cut.
First, ability scores are out, so the first step is no longer putting "points" into Strength and Dexterity and the like. Instead, the class you choose has separate attack bonuses for melee, ranged, and magic attacks, which is what ability scores mostly amounted to anyway.
Second, skill checks are out. Instead, you just take skills as part of your species or class, and then you always succeed at using those skills. The only exception is if the outcome's in significant doubt, such as if you're using Stealth against someone with Perception. In that case you'd roll a Chance die, which is basically a coin flip. As you level you can take higher-tier versions of skills.
Third, the grid map will be optional. For online play we'll use "zones" instead. For instance, if you're having a lightsabre duel on a catwalk then the catwalk itself is one zone, and the space on each end of it are two more zones. A move action lets you cross into an adjacent zone, or position yourself adjacent to another character in the same zone, at which point you can make melee attacks against them.
Finally, species creation and customization no longer involves "Fursona Points." You just pick one ability to represent being biped, quad, taur, and so on, and two more to represent things that real-world animals can do. A bat can take flying and echolocation, for instance. Mythic fursonas choose extra powers from a separate list, like shapechanging or the ability to breathe fire.
The ideal we're shooting for is that your character sheet will be a single page that's mostly an illustration, sort of like a Magic card, with a handful of easy-to-scan stats and special abilities which spell out exactly what they do in simple language. Spellcasters might need the back of the sheet as well, but still. The rules themselves should also be modular and easy to comprehend.
That's all, I guess.