I have a game, nearly finished, that I loosely based on A Game of Thrones by Christian T. Petersen. My game ("Brimstone") isn't a clone of AGOT, but I certainly lifted a lot of ideas: the command system, the combat system, the supply system, and the goal are all clearly derived from AGOT. Other mechanics in the game such as the modular board were derived from other well-known games. I can't honestly point to anything in my game that's truly original, excepting the work I've done to balance the rules and make it playable.
I'm not really planning to try to publish this game. I made it mostly so that my family and I had something AGOT-like to play that required less time and fewer people. But I do plan to enter it in the upcoming KublaCon design contest, where there's a (tiny but non-zero) chance that it would be seen by publishers.
My question is, how original does a game have to be? How many people would look at my game and consider me to be just a rip-off artist?
For those curious enough to download and wade through Brimstone's 17-page, 4 Mb manual, you can find it here. The rules for AGOT (much longer to read but only 2.8 Mb to download) are available from Fantasy Flight Games here.
Thanks for any input.
It's an interesting situation in which you find yourself. Many here have said that there is nothing new in regards to game design. Most everything has been done in one way or another, all that we do is to refine and modify existing mechanics and to fit them into new and exciting uses within our games.
Whether or not your agree with that statement, I do feel that there is plenty of room (and necessarily so) for originality. A game should be different from other games in as many ways as possible to distinguish it as more than a clone or slightly altered version. Homage is one thing and generally acceptable, pastiche is another matter.
I'm not familiar with AGoT and I haven't read through your rulebook, but it sounds, from your post, as though you should take some time to create some unique systems for your game to infuse it with enough individuality to make it stand out from the published version. Take a step back and ask yourself what it is that you want to abstract from the books into a game. Create something that is your own. It's OK to borrow the core mechanics here and there, but don't rely on others' mechanics to hold you game together.