This post is part of a series examining my ideas for a new sci-fi/horror RPG, Red Shift.
One important point that I feel I should lay out, right up front, is that I've recently decided to forego writing the Red Shift RPG. After some introspection, I decided that the world probably doesn't need one more tabletop RPG that badly -- especially with the sheer number of them that are being released in recent years. Even if it had been functional (I hope that I could have ultimately guaranteed at least that much from my design work), it wouldn't have been original enough in a new or challenging way. As a good friend said to me, right now, there are a lot of rulesets out there that aren't strongly supported with adventures or settings. So why would I create one more? That said, I intend to continue this series of posts because I think sharing the design work that I did complete would be useful as part of the overall conversation on RPGs. Plus, it might prove useful to someone who is considering creating an RPG, at least to perhaps provoke some critical inspection. With that out of the way, let's proceed with the first topic...
Hopefully, at the core of any successful RPG is a decently running engine, some kind of resolution mechanic that introduces randomness into and elicits engagement with the game. There are already a number of highly popular and extremely effective systems out there -- as well as a number of less popular ones.