The game started sometime around 1980 or 1981. I moved to Michigan in early 1979 and slowly made friends with the locals. It started out as a game of pretend that escalated into Dungeons and Dragons. We used the very basic rules and had a blast. It was all about getting powerful and killing monsters. Cut us some slack, we were maybe 11 or 12 years old at the time. Slowly, we worked our way through Intermediate Dungeons and Dragons to Advanced Dungeons and Dragons. So many large books with so much silly information. Threforfar, as a campaign setting, began to take shape. Groups were made and grown and then cast aside for new ideas. The rules shifted to be more what we wanted. Maureen Fleming and I did most of the DMing. From this, the world was created. Other friends of ours started using other systems. I.C.E., Rune Quest, GURPs, etc. We took what we liked and moved on. In the end, I found I enjoyed Rune Quest the most and based a lot of it on their system with loads of customization, keeping the base and scrapping their magic system and view of a fantasy world. Traces of the other systems could be found in various things. Some things I've kept. Others I've left behind. I've started playing White Wolf games in the last few years and have decided to pull in some of that.
So, here we are in the year 2000, almost 20 years after this Campaign was started, so to speak, about to launch off with new characters. And, here are the rules.