My first reaction at seeing a new set of core rules? Annoyance, disgust, eye rolling derision.
Most people are much worse writers then they think they are, and that goes to a hyperbolic degree more severe for game designers.
There are some that are excellent game designers but most are terrible. Also, we already have games that we play! As far as I'm concerned *Advanced Dungeons and Dragons 1st Edition by Gary Gygax* is the best game ever! (Insert your own version between the stars). Other games are a waste of time - pointless!
And yet. . .
You see, I love AD&D, but my players - some just won't traffic with ThAC0 - even if the equation is hidden from them, races restrictions and level limits may bother them just too much even if they never actually end up happening in play, and truthfully as I run with more girls and fewer guys the intense subsystems can be a little overwhelming and more then they like to deal with.
So when you start trying to fix things and houserule, you find yourself having a difficulty with making this an environment that is conducive to reference (Yes, those are on the internet, we're using this from this book, and here's a new weapon price list) and one that is extremely intimidating for new players.
So you might set out to find something simpler. And then you start looking and nothing seems quite right. So you make a few changes, and since you're doing all this work anyway. . .
So, that's how it happens. Me? What am I looking for? Something simple for new players. A easier division of classes of warrior, mage, and specialist hybrid.Within those categories an infinite number of "classes", limited only by your imagination. Or my idealized five class system Fighter, Thief/Expert, Magic-User, Psionicist, and Alchemist. Though I'm set against creating or publishing a heart breaker I do have some things I'd like to see. Most of them hearken back to an earlier day in gaming history. . .
Any interest in a write up of some of these ideas?