In the examples below, I'm introducing a mechanic called "Gambits". A Gambit is a package of conditions (when the Gambit can come into play), costs (determining the Action Cost), and consequences (what the Gambit does on success).
Because most RPGs have you roll dice fairly frequently, and because most games use the dice for most of their mechanics, it's important that the specific rules around rolling dice are inclusive, expressive, believable, and simple.
Mostly I need better terminology for some of these things, and a truckload of playtesting. I wrote Inept Sorcerers around this dice mechanic, and it's theoretically a playable game, so if you want to help me test it, let's start with that.
Let's start with some of my deeper goals.
One of the things that's kept me from doing this game already is my fear about point 1. I want to write a game that conveys a specific experience. I want a game that plausibly approximates the shifting nature of peoples' feelings. The uncertainty that I feel is found in this question: Do I really understand what that is like?
Points 1 and 2 are what keeps me from just writing a DW/AW hack and shipping. I actually had written Simple World rules but I was unsatisfied with them. The main reason is how I interpret how the World games handle difficulty. And the way I think of that is like a train robbery.
What do I want out of this game? While this isn't an AW/DW game, that design vocabulary is useful and I am using it here.