I got a serious jonesing for doing my own take on the genre. Tonally this will be played pretty straight, but that's not to say it won't tongue in cheek or be playing with certain elements. So definitely expect some number of the various well worn cliches and tropes like crystal macguffins, ancient evils, the overworld traversing airship earned in the penultimate stage of the game, etc to appear. Setting wise I have not yet seriously started writing much definite details but due to the nature of the game it's something could madlib up and get a bunch of things right. That being said it's a big world with a bunch of different areas with diverse and obligatory biomes to visit. Tech-wise it is more advanced the sort of usual vaguely medieval setting with fantastical elements and some anachronisms, but it's not gonna be like Final Fantasy XV where it's a contemporary setting but with monsters and weird looking modern technology. Tech levels will be sort of inconsistent for both the sake of whimsy and or because rule of cool much like in a handful of games where they do that. In terms of races, you got humans but I'm also thinking of things that scale from humanoid to non-human critters. It'll mostly be cosmetic save for maybe a few mandatory abilities and weaknesses exclusive to the races. -I was thinking you got cat people who are like mithra in term of human to animal ration and they can interbreed with humans producing what looks like a person with animal ears. Alternatively it can be various ethnic groups of different animals for the race. -An aquatic race based of salamanders who make rad underwater cities and are skilled in making artifical lakes for their settlements and some magic engineering of plants . -Feathered raptors that are are fluffy, athletic, and clever and probably either nomads or forest dwellers. -A cute mascot type race of hovering jellyfish based off the healslime from dragon quest. --- For the game rules I'm going to be using the new edition of OVA which came out a while ago, because it's easy to read and set-up as well as the fact that it allows you to make your own special moves/spells which reminds of the artes from the Tales series which is cool and fun. For character generation we're using a point buy method which I'll outline along with some houserules. You get 16 points and an extra 4 from hindrances which should give enough to make your character concept but still have room to grow, this is subject to change if it proves a bit underpowered. Please note that the hindrances go sharply up in severity also you may take extra for the roleplay aspect but you don't get extra points. Feel free to spitball character ideas to me, I'm more than willing to help you out on your character both mechanically and also in terms of fitting in the with setting. So like if you had a concept for like some sort of martial artist we could work together on defining finer details like the school's location, what rivals it has, the people who are part of it. Anyway here's the char gen rules: Abilities cost 1 point per rank except knowledge which is half a point You have a softcap of 3, although I am willing to make exceptions for certain things You get three special moves and you can learn more & improve existing moves later Magic, arcane and Magic, witchcraft are rolled into one ability simply known as magic.