A role-playing system requires its own dose of magic and creativity to captivate some eyes and with luck make a few dice to roll on the table. The aim is to generate a game that is entertaining for a certain audience who is sympathetic to the ideas proposed by the developer. But although the experience is centrally playful, the creation process closely resembles the development of any presentation at school or work (outlines, division of content, methodology, etc.)
There is a tradition on how the contents should be presented, the standard has been set by wargaming manuals, romance novels and Anglo-Saxon culture in general. When this structure is corrupted, which is quite common in any hobby that keeps a minimum relationship with art, two things happen, it generates an eye-catching experience (Morkborg) or it is lost in the sea of alternatives for being incomprehensible (Archipelago III) although venerable from the outside among other fans of the hobby.
In the end, it is clear that a good part of contemporary creators want to walk between both vertices, generating fresh, brief experiences with a touch of innovation but within a compressible format equal to the manual of a washing machine.
Faced with such a panorama, I often feel overwhelmed by the enormous number of options that torture me with their infinite combinations. However, I want to try a little, make use of the tarot, the deck of cards, the dice and any random thing that exist around the world.
These are the joys of being a vagabond in the hobby, I can come and go without worrying, there is no need to be loyal to a company or trend, you can navigate between abysses and keep going as long as the heartbeat allows it.