Hi again.
You seem upset your hard work hasn't paid off. Understandable. Frustrating. Difficult. Confusing. Regrettable. Your seeking help is wonderful.
If you'd like and if you think it may help, there are seven (7) points below intended as helpful hints. I hope they do help you.
1st, your games aren't bad. I've played some and happily helped out a bit.
2nd, (K.I.S.S.) "Keep It Simple Stupid." People should read. They don't. That's sad. Cope.
3rd, Homebrew can work (not always). Mine have, but you must boil it down. People have 15 second attention spans. It's sad, but true.
4th, FOCUS. You are writing scenes
with SOME flexibility in them, but not total.
5th, Generally, what scenes are possible? Exploring/Scouting? sneaking? Combat? Tech/Mechanical? Crafting? Diplomacy? Where? When?
6th, Mechanically, how is the general scene done/decided? Dice rolls? When/determining what? What choices are available and to who?
7th, Specifically, what do you show in a given circumstance, picture, text, more choices, consequences, rewards? What?
You are writing a play and allowing for
improv influenced by certain factors like player/NPC/area stats. (strong characters act strong; fast ones ... etc).
Have an answer for what combat choices and consequences look like. Have an answer for what crafting looks like. Same with sneaking, and diplomacy, etc.
Finally, have an answer for what good, just ok, and bad, combat looks like for circumstances (win, lose, or draw). Know what could make it better and what could make it worse. Communicate this beforehand in short, sweet, easy to read parts.
I do heavy experimenting on complex homebrew. I eventually boil it down to avoid player head explosion.
Few people want this for farming, even though it's cool. That's sad. Here's how I deal with it. A.) Come up with the awesome, complex system. B.) Create a simplified system while keeping an advanced version for advanced players. Even in the simplified version, farming benefits from engineered infrastructure, fertilizer, pest control, etc is yawn material, until you turn it into a player motivation and make it give them simplified stat bonuses, more food to sell and more money. Suddenly, rescuing that farm tool maker might matter and give the players real, understandable money instead of
Link breaking pots/money appearing out of monster's butts. That's longer term though.
Short term, what happens when player meets monster or problem? What can they do and what does it look like when they do it? Use short but expressive sentences, referencing easy to understand meaning. You can do callbacks to some fairly intricate story stuff (maybe even embed a hyperlink to it and other reference materials). Who, what, when, where, why, how, are questions that need answered in simplified form.
Bottom line, you need a menu to order off with an
a la carte section. Here's the menu, here's the people you're feeding; here's what looks delicious/why you're hungry; here's your budget. The kitchen can make X, Y, and Z happen in time.
The blowfish is poisonous; I wouldn't eat it if I were you. Have a really cool atmosphere/theme for the restaurant. Have at it.
You've not done bad. You can do great.
I do hope that helps. If anyone would like me to elaborate, then that's doable, if you'd like.