I am taking a small break from MACE to try somthing fresh and new. I am working on an RPG title that is, funnily enough, inspired by old Commodore 64 style fighting games such as Karateka, International Karate, Yie Ar Kung Fu, even Bad Dudes. This system will be dice based, but will emphasise complexity through simplicity (in other words, lots of choices but little fuss). I have several idea's running through my mind, but the biggest hurdle I have is making this game unique unto itself. There are some great dice based martial arts games, the best being Final Stand and Brawl. So the challenge I have is to innovate a new system.
The game will be d6 based, and character creation will be relatively minimal. The game will have an RPG element, but this is the easiest task. I will be posting my progress on this blog, so stay tuned.
For those of you that are wondering, MACE is not finished, but I need to take a step back from it (as I have hit writers block with it). I feel that after completing somthing new, I might have a new perspective for MACE and can continue to finish it as an RPG (and not a game). Thanks!

New Setup!!!
All this talk with Brawl and Zenith Supers got me thinking again with Warriors Way. I have been playing with a number of idea's, including the Energy dice pool idea. I realised that there was still some amount of book keeping, so I turned a new page with the game.
You see, I was thinking to myself, "Self, how do I have lots of actions and combo's in combat without having a system for tracking the number of actions players take?". Then it hit me, why does it matter how many actions a player takes in a turn?
The new setup has characters with Attributes ranged between 1-6. When a character attacks/targets another player, the Attributes are compared, with the margin between the two determining whether it succeeds. For example, if a character with Technique 4 attempted to hit an opponent with a defense Attribute of 3, would hit on a 3+ on a single d6.
Why is the above important? Because my thoughts are, simply enough, if a player keeps succeeding at his actions, why should his turn end? This added a new spin to the small playtest I did, as a player weighs whether an action is worth the risk of ending their turn.
It is a small incomplete part of a larger puzzle, but I am very excited about this idea. Keep posted for a small demo pdf coming soon!
http://www.1km1kt.net/Aaron-White.htm