I'm new here, but I registered specifically because I wanted to discuss the idea of a Homestuck RPG.
I think you're taking too much for granted. Or rather, that you have to start on a more basic level.
What is the game going to be about?
Who is the game going to be about?
What is to be the focus of the game?
Here's a dump of my thoughts on making a Homestuck RPG.
You wouldn't be playing characters from the actual Homestuck Comic. I'm not saying anyone suggests that, but wanted to say it. To go further, it's also true that you wouldn't be playing characters interacting with the canon characters either.
When I think of a Homestuck RPG, doing it in the way of a traditional RPG with a basic book of rules, lists of skills, weapons, hidden world information for the GM etc is right out. Why? Because that's not what Homestuck is about. Sure, nowadays it's glaringly obvious that Hussie has a grandmaster plan, but the beauty of the whole first few acts was discovering, along with the kids, how the game worked. In my dream Homestuck RPG, the players have to experience that, at the least. I want the GM to, as well.
Not only are both the readers (players) and the characters (PCs) discovering the world, the game and the rules while they play, what they discover follow a certain style. It's silly, rapidly grows over the top, jumps the shark just to later realise that the shark it jumped is also on a bigger shark, and jumps that one too, and so on. Anything combat-related goes into a video-game mode of STRIFE or something, presented as a video game assuming we already know the controls. But we don't. Everything is made up at the spot. When a character finally actually reuses an old attack instead of just bringing out a new "Level 5 Knight Strike: Mortgage Payback Time", that's a comic callback, not a familiarization.
In the Homestuck RPG I'm envisioning, the game system has failed me if I have to use the same attack more than twice during the adventure.
So, what do I propose? Well for starters things like
- what a particular alchemization yields
- what "Land of X and Y" someone ends up in
- what enemies, riddles or challenges they face as part of the games standard procedure
have to be made up on the spot. Made up beforehand by the GM might be okay, but definitely not written down in the rulebook under "Chapter 7: Sburb".
Moreover, the characters
- aren't built to be balanced. I mean, John is a silly kid who likes bad movies and playing pranks, while Dave is proficient with swords from the get-go. And Jade has sci-fi tech and a god dog.
- aren't pre-made. Sure, maybe the four kids equivalent could be, but the exiles? The trolls? No.
Personally, I'd go so far as to propose a carte blanche. The stories from playing this rpg wouldn't be very canon anyway. I'd like to make a game aimed at reproducing the Homestuck type of story for your rpg group, not playing in the actual world of Homestuck. Also, if you were to play "by the book", there would be shitloads of stuff to keep track of. Sure, we're all huge nerds, but still. It is so not important that there's a denizen on every planet, that there are eight gates, that Derse is situatied outside the Veil, the exact rules for entering god mode, what objects are deployable after the cruxtruder and basic alchemiting equipment, and so on. I could go on and on about details that
- are funny
- added a great deal to the world when introduced
- could still just as easily have been completely different if Hussie had wanted to when introducing them
- are easily changed for people playing this game, i.e. different from campaign to campaign.
Thoughts on this? I'm pretty much stream-of-consciousnessing right now, so I might blurt out more stuff in a minute. I plan on posting a "how I envision the game to work" soon, too.