Here's my vision of a game. It'll be ASCII
>dungeon crawler with heavy focus on gambling
>roguelike with random artifact loot generator
>most loot will be mundane, like longsword
>but small chance to get something like Dildo of Savouring with randomly generated stats within a range and could have cool names
>same with spells, random generated spells with thousands of possible effects
>similar to a roguelike
>but the catch is, you have a party instead of a lone character
>and the loot isn't just weapons, armour, and spells
>applies to scrolls as well, and basically almost any kind of item.
Now, I'm going to zoom in on this and focus on just one tiny thing, but everything is going to be like this. So it won't just be scrolls with this kind of detail
>you could get something like a quill that had been randomly generated with the lightning effect status and then if you have a character that is literate and knows spells he can write the spell down on a blank scroll
>and then the lightning status of the quill would be added to that spell
>learning from scrolls
At first, it might seem like this would be an easy game when you can just come up with stuff that breaks the game from what is randomly generated. But I'd make the enemies in it incredibly dangerous. So dangerous, they could one shot a single member of your party and there would be permanent death. If you lose a party member, you're down one man. But--
you might be able to get a new party member through magic or just something randomly generated, like summoning a demon
I intend to make the magic in the game incredibly detailed. It wouldn't just simply be, fireball. And there wouldn't be a mana that would be abstracted to the player with a number. So, you wouldn't see like: 100 mana. It would be verbose, like 'mana tingling with energy'. Spells would have components, like you might need a bat head to cast a certain spell, or something like that. It would be random, but there would be categories for spells. So----