Speaking of godgames, I do have that idea swimming around in my head too, so there's at least a 5% chance that one will be created sometime in the future by me.
Though remember, it's only swimming. It's not going "OMG GODGAME INCOMING" like a torpedo.
Here's what I've got so far. Note, it's messy and half done, but the general idea is set. If anyone wants to use it, feel free, I would be happy to see someone use my stuffs.
Players are a few gods of a number of gods in this game, from different origins. Each origin has it's own benefits and downsides. Each god also has their age, with their own benefits and downsides, and finally gods have their own set of ideals, personality, and such. The players will have limited God Energy, which they need to expend in order to do godly things outside of the God Realms. God Energy is replenished by worshipers each turn, but at a slow rate, and the max God Energy is also increased by worshipers. The more worshipers, the faster their energy improves. Running out of God Energy leaves you high and dry, and you will either disappear or deteriorate back into your basic form depending on your origins. The game uses a 1d6 dice, but there are different results for the location of the action: For example, interacting with the world will succeed all the time regardless of the world since you're a fricking god: The roll is simply the aftermaths. A 1, for example, would mean that in the near future you'll have to fix a accidental side-effect or someone in the world will suffer (or prosper depending on what kind of action you took) due to you. Meanwhile, in the realms of the gods, your 1d6 will have a fairly significant effect on how well something works both in the God Realm and the world, but you'll still succeed regardless. A 1 to making a heaven for warriors, for example, would mean that you did make a heaven for warriors... which encourages war. Finally, there are god-on-god battles. We'll get to that later.
Green are upsides, red are downsides.
Origins:
Creation: You originate from flat out nothing: The universe did not exist when you did not exist. As soon as you and the other gods were created, the universe started to exist. You are one of the oldest beings in existence, and thus you can only be of Ancient age. In addition, due to your origins, you can hold more power (20% more max God Energy, cap at +100 points), since you were there when the universe started to exist, and you were literally part of the creation of everything: Your body is a small part of the universe.
Nothing: You have no idea how you started to exist. You just came, out of the blue, and became a god instantaneously. The other gods did not like you taking up more of the already limited prayers, but they tolerated you. As you came from nothing, you have an untapped source of energy from... whereever you came from. You have +100 temporary God Energy at the start. However, as no-one knows where you have truly come from, people are more reluctant to worship you, so you gain worshipers at 1/2 the rate for 10 turns.
Birthed from another: You are the son, daughter, or whatever of one, two, or more gods of any origins (choose their origins, names, and age if you wish). The sky lit up as you came into existence around the world. Your parents are supportive of you, and you can call on them once to turn any <3 roll into a 5. The call is not wasted if the roll turns out to be a good roll. The only things in your way is that you can not be ancient, and due to you being the descendant of two gods which have two entirely different energies, you're unstable and may lose small amounts of God Energy at random.
Mighty Spirit: Before there were mortals, there were spirits. The gods created you to populate their first world: The God Realm, and later the Spirit Realm. You are a spirit that has, in one way or another, earned the worship of various mortals and have become powerful enough to actually ascend, whether or not you actually wanted to become a god. Though you only ascended recently, so you start with little followers and you cannot be Ancient or Old. However, as you're partially in two realms, you may consume the power of your willing friend spirits to give you 50% of your max God Energy once. There is no requirement for when you can consume, but it will not go over your max God Energy.
Ascended: You were once but a mortal/immortal, but through heroic acts or horrific atrocities you have been deemed worthy by at least one god and have become a god whether you like it or not. You cannot be Ancient, Old, or Middle-aged. And you are slightly inefficient in using your energy, using 10% more. However, as you were but a mortal/immortal and people knew and know you, you gain worshipers five times as fast for 5 turns and twice as fast for 2 turns after that. And you're still in contact with the mortal world enough to personally come down to the world and commit any act a mortal/immortal could commit free for as many times as you want.
Ages:
New: You have just became a god very recently. And you are ready to show your might to the world! Unfortunately, you are totally inexperienced and your actions need 110% as much God Energy. However, people are ready to try new things, and you gain worshipers at twice the rate for two turns.
Young: You became a god recently (in godly measurements). You know pretty much all about being a god, but you're initial wave of worship has worn off and your worshipers are slowly disappearing. But now that you are ready, it's time to get them back. Worshipers start few and in decline. But you start with 50 more God Energy (which is just temporary) due to saving up all your energy while learning from the older gods and practicing.
Middle-aged: You are at your prime age. You have a good number of worshipers, and they are loyal. No advantages or disadvantages.
Old: You have been around for a decent time. You do not age as you are a god, but you're beginning to feel wear in your godly self: Worshipers are becoming less interested in you, and more interested in younger gods, your artifacts are being lost and slowly deteriorating, and you have seen hundreds of your champions grow old, die, and come to your realm. You would retire if it were possible for gods to retire. You start with a large worship base, but it's declining and gaining new worshipers goes at 3/4ths the normal rate.
Ancient: You have seen pretty much everything. You are some of the oldest beings in existence. Your godly flame still burns, but it's like you're an old technology: You still work, you're still interesting to the curious, but you just aren't as good as you used to be, you know? And people are losing interest quickly. However, you've still got some strength left. You start in serious worship decline and few worshipers, and your worship will likely mostly be in decline most of the time, but your voice carries weight, and when you interact with the world, the boost to worship from each action is much higher than other gods.
Factions:
The Divines: The good gods. These gods are the ones who seek to keep everything in order, and only cause harm if offended or wronged. The rules are strict, and these gods are not allowed to use too destructive or world-altering powers. The Divine protect one-another, and if one is attacked, then the rest usually come to help. The Divines may transfer to the Lawbringers, Exiled, or The Free.
The Lawbringers: The vigilantes. These gods are those who seek to keep things in order... by using large amounts of force if necessary. Most of them used to be Divines, but were kicked out due to using too much power to achieve their goals, but they still are somewhat close to some Divines. They usually aren't targeted by the Divines--and are usually just scolded severely for large shows of force--but they aren't in any particular alliance, and the Dark Ones are actively trying to knock The Lawbringers out as they're basically standing in their way. There aren't many rules for the Lawbringers, but there are some. The Lawbringers may transfer to Exiled, The Free, or rarely back to the Divines if they turn out to be good enough and disciplined enough.
The Exiled: The neutral gods. These gods aren't particularity evil, or good, and often are a mix of the two. Both the Divines and Dark Ones dislike the Exiled, due to their unpredictable behavior. The Exiled do not have an alliance, but they do recognize themselves as a distinct group. The Exiled do not have any serious rules, just some general-behavior rules. The Exiled may transfer to the Lawbringers, Dark Ones, or The Free if their attitude fits the group they're transferring to.
The Free: The gods of chaos. These gods treat the world as a playground. They are considered evil, but do not directly pursue evilness. These gods do not have any real personal rules or honor, and believe in only their own pleasure and, rarely, the pleasure of others. The Free are usually in a I-hate-you-but-I-hate-them-more alliance, which is frequently targeted by the Divines and rarely by the Dark Ones. There are no rules for The Free. The Free cannot transfer easily, so The Free are largely stuck if they become less selfish, and they'll have to beg to transfer.
The Dark Ones: The gods of evil. These gods believe in evil ideals, and pursue evil directly, and are disliked by all but themselves. Due to this, they are forced to form a very solid alliance in order to survive. They are outnumbered by all, and usually hide from other gods. There are a few strict rules, to prevent members from getting themselves killed. The Dark Ones are... really hard to transfer from, to put it lightly. Not only are the Dark ones hard to transfer from due to the group's horrible reputation, but the members often actively try to hunt you and your followers down if you try to leave so their secrets are not revealed.
And finally, The Unaligned: These are gods who do not choose to be part of any group. They are not a group in themselves. They do not have any protection, or allies, just enemies. They can be of any kind. There are no rules for the Unaligned. The Unaligned can choose to pick a group at will... but their past actions will be viewed by others. The Unaligned are always a group that can be transferred to, since they aren't a real group.
Real Name: Required. Your name that other gods and people who know of your real name call you by. Please pick a name without numbers, and pick an interesting name.
Common worshiping name: Optional. The most common name for you. A good choice is to pick your real name and corrupt it several times very slightly, moreso the older you are (with New having no corruptions at all), to simulate language-change corruptions. If you're seriously lazy, don't put anything here and I'll only use your Real name.
Origin: Required. How you became one of the strongest beings in existence.
Age: Required. When you became one of the strongest beings in existence.
Spheres: Important. What spheres, as specific or as wide as you wish, do you represent? Try not to be too wide, or too shallow with any. This effects how much God energy you spend for those spheres. You pay double for doing anything outside your spheres and in addition you cannot do anything great outside your spheres. Having 1 sphere means it will cost 1/2 the normal cost, 2 spheres 3/4ths the normal cost, 3 spheres is normal, 4 spheres 5/4ths normal, and 5 spheres is the max you can have with 3/2ths the normal cost.
Personality: Optional. Your personality, so people can know what your character's going to be like and so you don't have to worry about forgetting.
Background. Optional. If you want to be specific about what you are and where you came from, put it here.
Commonly appears as: Optional. Very unlikely this will factor into anywhere, but you can fill this in if you feel like it.
Symbol of worship: Optional. Very unlikely this will factor into anywhere, but you can fill this in if you feel like it.