So here is my idea...wait. I have kind of explained what the idea of this game is already in previous posts. Maybe not completely but I've eluded to it.
So here's my problem...
Very often (though not always of course), when I design RPG systems, the concept and design pops into my head full formed. I'm serious. The theme, rules, the look of it, everything. I then clean up that block of solid creativity into something that I can actually show others.
Do you know the old quote attributed to Michelangelo that goes...
"I saw the angel in the marble and carved until I set him free."
That is a bit like my game design philosophy. I think of it as 'Zen Michelangelo' (although by no means do I see myself as Michelangelo). The feeling is, this game already exists, inside of my head, in it's final form, completed. I know all of it but it's too much for my brain to handle. Instead, I am only able to perceive this big mess of parts, ideas and cool stuff and I have to then spend time sorting it out, putting it in order, adding a few pieces that got stuck deeper in my skull, while throwing out extraneous parts from other games and places that got mixed in and don't need to be there.
The Smurfs worked that way. Futurama worked that way. Galaxy Quest worked that way.
The Muppets did not. Not exactly. It popped out ready made but that version wasn't good enough for long term use. Several versions popped into my head after that. Over time I kept adding, taking away, adjusting and modifying until I finally got what I wanted in March of 2011. And the truth is, I'm still tweaking it.
The StoryTeller, a variant of the Muppets RPG system that is turning out to be quite different from the 'core rules' (Oh, so now you're some shot, eh? You got Core Rules for the Muppets do ya?), is half and half. In my noggin' it was basically fully formed but I need a lot of names for things. Like the Twilight Zone RPG, I saw in my mind's eye how to run it but the mechanics needed (and still need) a lot of spit and polish before I could actually run it.
Is any of this making sense?
So what is the deal with Unfinished Business?
Did anyone else hear that in Jerry Seinfeld's voice?
Well, I don't have it fully formed in my head. I've been thinking about it for a long, long time and while, once again, I can see how to run it and what kind of game it would be, I feel that the mechanics for achieving that goal are less formed than any previous project I've worked on.
The question is why? Why can't a lock this down from a rules standpoint?
The answer is 'a lot of reasons'. Among them the fact that real life and other projects have me highly distracted. Why the heck do they run this NaGaDeMon thing in November anyway? I'm busy as all get out in November. I need to be after a hit and miss Summer. Why not make it a Summer project? That would make so much more sense and be so much easier. Gripe, gripe, gripe.
Another reason is I may be trying to hard. Some game ideas come very naturally and the mechanics flow with them and it all follows suit. With this, an idea I had originally hoped to publish professionally , I am being ultra-picky and a perfectionist and as a result making very little head way.
What to do...
On This Veteran's Day, I just want to say to our service men and women, I appreciate what you've done and I am sorry that you had to do it. I remember and honor those who fought, served and died but long for a of time when your services will not longer be required.
And now for something so freaking cool it's almost ridiculous...
Ryuutama in English on Kickstarter