As in, what elements or features would you like to see in a system made for Homestuck? Personally, I’d like its rules to emulate the style of acts 1-4, (Sylladexes and Strife decks, Alchemy and general Sburb mechanics like client/player building, all the silly rpg-style mechanics like the Echeladder and Gel Viscosity), but still remain rules light enough to handle the more narratively tricky mechanics of Homestuck like its Classpect powers and Timetravel mechanics.
I want my trait set bonuses back… /j
But really something I’ve wanted for a while is a better classpect system. throughout the editions of Tablestuck it’s swung from a vauge to very defined system, mostly hovering on the side of too strictly defined. Some way to quantify what a given classpect could do, without limiting what a player and a DM could come up with, is definitely a goal of mine.
So something similar to Mage: The Ascension’s softer magic system? Like, instead of the "Spheres of Magic”, maybe instead it’s the interpretation of the player's Classpect and its effects? I also remember that the Sburb Glitch FAQ actually attempts to classify, or give the tools to classify, Aspect interpretation in chapter (86) and (87), though I'm not sure how much that might help.
https://archiveofourown.org/works/340777/chapters/1306766
(link to chapter 86)
Ooh, that's super cool! I'll have to look at it. I have so many little ideas for how things could go, but all there is to do is test it.