The Idea
Starting with a near-traditional RPOL "God Game", players will develop a universe from scratch over several aeons. Once a deep and compelling setting is created, the players will then craft characters using a more formal d20 system (such as Mutants and Masterminds, due to its wide breadth of possibilities) and play through a semi-sandbox campaign within their creation.
The twist? Characters in this second phase will be created using
three narrative concepts of the players choosing, inspired from the results of ACTS made over the course of the first phase of the game. However: only
one of those concepts can be from a result of their own gods ACTS, while the other two must be inspired by the ACTS of
other gods/players.
The goal is for the players/gods to craft a setting full of monsters, cultures, creeds, and concepts that are interesting to more than just themselves!
Why a God Game?
Having played several God Games over the years, I've always been taken by the depth of the creative worlds that can be generated by such games. As an artist and a writer, I'm always impressed by the results of these games, and I've always been left wishing I could explore these worlds on a more human scale, and find out what sorts of amazing stories we could tell in them!
Why d20 for phase two?
I've been running an ongoing Pathfinder game for over three years now, and played in dozens more. Beyond that, I've played in almost every edition of DnD, and many of the other spin-off rules such as d20 Modern and Mutants and Masterminds. I understand the basic math governing d20 systems on an almost instinctual level, so I'm confident that I could provide players with interesting and fun challenges no matter what mish-mash of rules that our exotic setting forces us to devise!
For character creation, I'm leaning more toward Mutants and Masterminds. Not because I believe the story we tell will be super-heroic, but because the system is broad and flexible enough to account for almost any genre or combination of exotic concepts that a God Game might turn out. Also, the rules are easily accessible online for anyone who might not already have the system.
Why not go freeform for phase two?
To put it bluntly: I'm just not confident that I can run a compelling freeform game. I like having a structure. It helps me as a DM, and I believe it helps my players stay focused and avoid mistrust among themselves and between them and their DM. Narrative conflicts are moderated by design, leaving me free to focus on preventing more meta-level issues, and on telling a fun story!
Where do we go from here?
Due to the somewhat ambitious and exotic nature of this game idea, I'm hoping that the response this post demonstrates that there's sufficient interest in the concept to start laying the groundwork for a more formal players-wanted process. I already have a small number of interested possible players among people that I currently game with, but in order to really get this game going, I'll need at least twice their number in awesome, creative, and excited applicants!