>>5703070>What is the biggest lesson you learnt on your first thread?Don't present too many options or get too into-the-weeds with a system and setting before you establish lasting interest and a reliable player-base. If you jump right into that sort of stuff (lots of options, lots of detail, lots of crunch) before you've got everyone nice and comfy with the basic premise, tone, characters, and all that jazz, players will get decision paralysis or just tune out.
>Are there any quest tropes you are fond of? Subterfuge and diplomacy, player characters who are blatantly unreliable narrators (not in the sense of obfuscating the truth from the player, but in the sense they just fail to understand things that are obvious to the players), meaningful setting-altering choices, low-key business simulations, costume design votes
with inevitable Donald Duck option, and
bratty love interests>Pick a random quest out of the catalog and review it. Do it.I'll do you one better.