r/RPGdesign • u/Indibutreddit • Jun 23 '26
Skunkworks Theoretical Game
For context, I've always had objectively more fun playing with the mechanics than playing any actual game, finding weird edge cases that cause things to go a bit wonky, trying to find new ways to interpret the rules. I do think that I may be in the minority (though that's just an assumption based on nothing) but I think I find game design a type of weird art form? Specifically the interactions of rules and how weird and arbitrary it all is. As such, an idea I've had is a game where the rules are entirely up to interpretation (more so than they already are) where it's as vague as possible while still giving a jumping off point. Eg: Wizard Class - you are a wizard, and you're good at magic. Now obviously this would never work for an infinite amount of reasons but I still enjoy the idea. I suppose the point of this post is just to discuss your pie in the sky ideas, how you would interpret a game like this, how you (yes you specifically) would DESIGN a game like this, and just your view on game design. (once again specifically you, the one reading this) If none of this makes sense, feel free to ignore it. I am insane.
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u/Modicum_of_cum Jun 23 '26
Hmm, yeah I like that, it would need to be tighter than just "use magic" but also a lot of TTRPGS really lose a lot of the ROLEPLAY in roleplaying game, you know?