RPG Heartbreaker Quest

Update 7: Setting
[X] A system with exceptions for everything.

Having a base system that covers everything important is too much work. Instead, you'll have a core system and exceptions that you can invoke as needed. This will make it easy to expand, and it'll mean that your systems can be tweaked individually, right?

So now you have to make a setting for your kitchen-sink RPG. You will make:

[ ] A setting based on your really bad homebrew universe that started when you were about 13.
[ ] A setting that is literally based on mashing up sci-fi and fantasy you like.
[ ] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.
 
[x] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.
 
[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.

Thos has the most originality here.
 
[X] A setting that is literally based on mashing up sci-fi and fantasy you like.

Psions who fight with magic swords! Space aliens crashing into the crusades! Brawlers punching each other inside giant spaceships! Let's do this!
 
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[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in a few nations or a single region in exhaustive detail, while spending five or six pages loosely giving ideas for what the rest of the world is like.

Clearly this is the best possible policy. Tons of RPGs have done it, and they can't be wrong!
 
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[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.

Man, do you remember how cool RPGs were back in the 90s? When you'd get all the books to follow the story and how things would change and develop as new things came out? Yeah! That's the feeling we want to inspire. We can plot out how the metaplot is going to go over all our supplements, and then we can write it so the planned books will support it. Now that'll get people wanting to read on to find out more about the setting!
 
[X] A setting based on your really bad homebrew universe that started when you were about 13.

We've done so much work on this setting already; it would be a shame to waste it. Besides, we already know everything about it. If we forget to include something, we'll know what we mean and can answer any questions.
 
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[ ] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in a few nations or a single region in exhaustive detail, while spending five or six pages loosely giving ideas for what the rest of the world is like.

Clearly this is the best possible policy. Tons of RPGs have done it, and they can't be wrong!
You forgot the X.
 
[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in a few nations or a single region in exhaustive detail, while spending five or six pagesloosely giving ideas for whatthe rest of the world is like.
 
What about The Land of One Thousand Vowels and Maybe Two Soft Consonants That Probably Has Snake People or Something?
 
[X] A setting based on your really bad homebrew universe that started when you were about 13.
 
[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.

You had me at "Metaplot"
 
Update 8: Game Balance
[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in careful detail and creating a tight and detailed metaplot.
[X] You will spend months and months carefully crafting thousands of pages of setting fluff and defining everything in a few nations or a single region in exhaustive detail, while spending five or six pages loosely giving ideas for what the rest of the world is like.​

Your setting needs to be the best one you can make, with all the knowledge you've learned since you first tried this. You write endless reams of fluff about this sci-fantasy dungeonpunk cyberopera, of the ringworld Xvorzieat that your main game will take place in and all the other places in the universe that are far less important, because who would want to play anywhere but Xvorzieat?

You also create a metaplot about how the universe is doomed unless chosen heroes can step up to save it. Of course, these chosen heroes can't be the player characters-that would give them far too much influence in the plot. You make up new and interesting characters for them to interact with and help on the quest to save the universe.

You're almost done with the book now! You just need to figure out how to deal with balance issues.

[ ] I don't believe in game balance.
[ ] There is no problem with one guy being a street-level thief and the other guy having an atomic death robot, they can still have fun.
[ ] We'll make random ways to take away player character agency and suggest using that as balance for more powerful stats.
[ ] The powerful stuff is harder to get unless you get lucky at chargen, to balance out how it's more powerful.
[ ] We'll make all player characters start off equally uncool.
[ ] I'll say that the game is deliberately imbalanced for thematic reasons.
 
[x] There is no problem with one guy being a street-level thief and the other guy having an atomic death robot, they can still have fun.
The goal is to have fun, right? It's all about the Genres and the Exceptions ruleswise, anyways, so I'm sure that the players will find a way to have fun together!
 
[X] We'll make all player characters start off equally uncool, and all antagonists and chosen heroes will be stat-ted to be beyond the ability of the players to beat in a fair (or unfair) fight, thus encouraging them to use their brain and try to think of ways other than combat to solve their problems.
 
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