Making my own RPG System, maybe?
This is one thing that I've been wondering about for a while, and I've had many different ideas about the subject, being inspired by so many different RPGs doing a ton of fun stuff, but mostly after reading ICON, by Tom Bloom (you can check the current version here, but it's also being actively updated to 2.0), and Draw Steel, by MCDM.
I really like dynamic landscapes and decision-making in combat, but I'm not sure if I like too much granularity in the system itself. ICON's 1.5 playtest release suffers from this by having more than 30 conditions at the same time that you need to keep track of, each character class and style revolving around at least five of those exclusive to each other, and everything that everyone else is also capable of doing.
It's a lot. It's overwhelming.
In the same way, Draw Steel starts you with more than five different levers you can pull at level 1 to engage with the combat system, all of them buffing each other, doing a ton of damage, pushing, pulling, interacting with a dozen subsystems all at once.
I love skill trees and character creation based on multi-branching choices, but I know that having too much to keep track of at all times is uncomfortable to a ton of people - and those that are comfortable are too busy playing Shadowrun or Pathfinder to be affected.
I'm considering developing something inspired by all my different experiences regarding TTRPGs and all those manuals I've read and tested, pulling from some of the best ideas that I've seen in those. I admit that yes, at least a good portion of it would come from Tom Bloom's work, LANCER (here) is another system that I wholeheartedly recommend for those who love crunching numbers, but at the end of it it's just going to be me not trying to reinvent the wheel, but maybe switch around a few of the wheel's spokes so it rolls smoother to my desired experience.
And if you haven't read Tales from Myriad yet, I also recommend you check it out; it's the one system that's inspiring me to give this a shot after all!

















