I've got a buttload of RTDs I've been planning to do (eight. Yes, eight.) but I usually get stuck in various places.
Heheh, I find this easy to believe. There's just so many good ideas out there.
I don't plan on compromising between the two because two vastly different universes clashing will only end in tears.
Well, you could always throw in space wizards. Starcraft manages to have melee combat, space wizards, and ancient ruins and artifacts, for instance, while Star Wars is pretty much known for its sword-wielding wizards in space. Anime also does this sort of stuff reasonably frequently.
Another problem is: I don't know how much complexity people are willing to have/read. I usually get so carried away that most of the text on the game is about complexity and when I stop I realize that I don't think I'll be able to do that much complexity and neither will the players. On the other hand, if I cut down I feel like I'm simplifying the game too much.
Indeed. As a player, I tend to not like very much flavor text; at some point it just becomes a bother to read. In terms of
mechanical complexity, I'm much more forgiving, but I'm not sure how others feel. It certainly turns "ooh I might join this" to "okay, so melee combat works like this... which means if I use an axe while stacking health... hmmm, upkeep seems a bit odd, I wonder if...?", which presumably means sometimes I don't join after all.
As a GM, I tend to be stuck with a struggle between making it manageable and making the game do what I want. This is particularly exacerbated using a d6, because any straight-up arithmetic has a massive effect; someone who rolls 1d6+2 for dodge is nigh-unhittable against someone who rolls 1d6 to hit, for instance.
And one, final problem that usually hurts me the most is, why should I make an RTD? I want to do stuff my own way, but I get more fun out of making the actions instead of making the results. And I'm dubious on if I should make a character for myself in my own RTD because I'm worried about being biased.
Some people like to create more than others. Some people also like to watch others do stuff more than others. It's a bit of an odd topic, I suppose.
As for bias... that's tricky, but
generally a biased game is better than none at all, and if it isn't presumably no one will play it.
How do I make bows an actual equal alternative to ranged magic? Because in most games, bows are completely ignored, which I don't like.
I think this is a function of RTDs being fairly simple, and thus a good example of that "simple versus good" issue I always have. Magic can usually do all sorts of fun stuff, so people are naturally drawn to that. Melee weapons can be cool, and in general there's
some good reason why melee wielders are hardier than magic users. Bows... fill magic's slot of "squishy damage," but are less varied (and usually less cool) than either magic or melee. There's no obvious reason to take them, like with magic, nor is there a commonly built in advantage to them, like melee.
There's a thousand different ways to solve that, then, and it largely depends on how everything else works. This includes whether when you say "bows" you're talking about "the archer class," "the bonuses bows give when used," "the special maneuvers you can use with bows," or something else.