The Stances Battle Engine concept is a RPG battle engine concept based most strongly on the idea of preparation. The name itself comes from martial arts stances, but the system is expanded in my head to include a new way of envisioning magic abilities, again based on preparation, but most specifically the way in which your preparation affect the range of your mage's abilities.
There are a number of interesting video game conceits and it can be absolutely delightful to mash a few together. Rogue Academy is a game concept involving roguelike elements, relationship building and time management vis a vis the Persona series of video games, and team management vis a vis the Disgaea series of video games.
My personal notes on this project label it "MCB / DES / GW", which are three distinct game concepts all cut from the same general cloth. Project MC is a design, nay a desire, to make a new game in the vein of the old DOS/Playstation game "Magic Carpet" by Bullfrog Interactive. (GOG: MC MC2). I didn't play the original, but as a child I was enamored with the sequel, Netherworlds.
This is a topic I thought of listening to the NPC Cast discuss Hacking in RPGs. It occurs to me that hacking in reality is very much a preparation problem and if you were to use it cinematically, you would need to have a system that lets you do the preparation beforehand and just drop successful (or semi-successful) actions on the party triumphantly. Out of that, I came up with the idea of Prep Cards.
I sometimes spend my time thinking what I would do if I had money. Honestly, I wish I could talk to a billionaire; not to ask or beg for money, but just to talk. Because I have a strange sense, like if I were talking to a billionaire, it would still be a hypothetical question: "What would you do if you had a billion dollars?" Somehow it doesn't feel like billionaires act like billionaires. It doesn't feel like they have that money.
Number two in my list of SS13 spinoff concepts, I feel that the aesthetic, mechanics, and universe of Space Station 13 would lend itself well to a roguelike in the traditional sense; a survivor against the galaxy facing long odds, odds so long that you will die a thousand times before your first true victory.
Oh boy. This is an old topic. "The Book of Mani" is the working title for a piece of writing I started when I was... probably a pre-teen. It still exists in that I have copies squirreled away, but it's nothing really out there for people to read anymore. It is a story about a bitter, vile world, and one person who it changed.
One of the few random bits that goes through my head that is not remotely attached to the DSP canon, "The Janitor" is a fictional superhero in a world of superheroes. But he serves a particular niche in my imagination: an underdog among heroes, a person content to do a 9-5 job in spite of being capable of so much.
Some years ago I came up with a challenge that I felt was possible with the right support: a JRPG-style adventure RPG that was 100% playable by blind players, using nuances in the language of music to deliver complicated information. This is something that I can't go anywhere with without help, but if I had one wish, I'd like to see someone get it done in my lifetime. I can't offer more details because exploring it takes access to a programmable synth and knowledge of musical composition, but I feel that the core of the idea is there.
What follows are notes regarding the battle engine concept originally conceived for Revolution: Eternal Paradox, a computer-based adventure RPG I probably first conceived of in high school. Later ruminations include merging this system with the Stances system which will be mentioned separately.