So after having a tonne of good ideas for settings I feel like making my own system. There is a great deal of fear for me making a system, because in the past I have been abused by designers on this very topic. Game design is not an easy topic, and sadly the people who have attempted it around me have become terrible. Whether it is the feeling that one of their creations could be wrong or as I pointed pout to one their research needed some more work.
So it is with great trepidation that I walk down this path.
So after research I feel as a Storyteller (that is the term I like as I feel it suits the role well)for about fifteen years and a player for about ten, I feel i do have a grasp of the topic. I forced myself to look at all types of systems, from the most crunchiest all the way to the most rules light. I have my idols of systems and I know what I feel is wrong with them, or perhaps what I would like to see in them. When i embarked on writing a free RPG I felt that i would just clone or adjust a open system, that has changed mainly due to the desires of a system that I would like.
The yes system is a set of ideas that a storyteller can use, ignore, steal from or reshape. The driving goal in this system is that 99% of the time the players succeed, but there is no free lunch and each action starts to build consequences. Sadly as I type this I know have two very different ways of running the system.
Now I am over my Facebook journal section, lets get to the guts of the issue how do people feel about cinematic rules systems. I am to make characters based on nouns with a few numbers, but most importantly a system that builds consequences. Success is not always what it is cracked up to be, in my system you can succeed but it could be in a bad way or have unintended consequences. My main concern is that players may react badly to unintended consequences. i would love some opinions on this matter, would you as a player enjoy a system where you achieve most of your actions but often at a cost?