Since this isn't a thread for the game itself, I think this belongs here. I'm gonna use a 1d12:2 roll with modifiers applied to the roll itself, but not the end result. That's the way I roll (get it? Roll!).
Anyway I'm accepting originality, but don't stray away too far from the main concept. Since I'm making the game I may also veto some things.
Things I decided:
1: 1d12:2
2:Serious.
3:Focus on having a limited amount of skills, the rules of which are pretty loose, thus making the skills have as much potential for improvisation as skills made by the players. (not sure about this one)
4:Lots of focus on unifying backstory and gameplay. So if theres a monster which lives only underground, you can damage it with an illuminating spell or something, if a predatory creature has much improved hearing, you can hurt it with loud sounds.
5: Unit stacks. Instead of tracking individual units, they will be unified into a stack if there is a lot of them.
Things I decided with your help:
6:Urban Fantasy.
7:PVP and teamwork is RP enforced.
8:Flexibility over depth.
9:Character power is higher than average, but not godlike.
10:Creativity rewarded.
11:No railroading.
To keep things orderly, this is what we should decide right now:
-Setting. Be specific: Cyberpunk, High Fantasy, Space Opera, Gothic Fantasy...
-Character power: From lowly peasants-turned-adventurers to demigods capable of killing armies by themselves.
-Flexibility or depth.
-Rewarding creativity and logic (the aforementioned use of backstory) or strategical skill and cunning (more rules requiring thinking).