I doubt I'm the only one here that finds myself strangely plagued by a small but ever-growing list of personal game designs that fit the following criteria:
-They are playable games, but are flawed in some way that is too subtle to readily fix.
-They are interesting theoretical designs, but have rarely if ever been played or play tested.
-They all continue to capture my attention, sometimes years after their initial conception. Spotting them among the hundreds of other rules sets on my computer will almost always win them a musing read-through.
-They often have more than one iteration, usually with wildly different styles and mechanics.
-They never seem to get closer to final status.
Surely I can't be the only one plagued by these "undead" games? Why do they persist? Why can't I just abandon them? What keeps me tinkering, when I've got so many other projects -far more successful and promising- to attend to?
Swapping undead games is a great idea. See my new thread for ideas on implementation!
http://bgdf.com/modules.php?name=Forums&file=viewtopic&t=3708
Also, in regards to keeping mechanics seperately, I think that's another good idea, though I don't personally do so. For me, the idea of detailing a mechanic without a game example would seem cumbersome, so I'd be interested in seeing how others do so. I do put down ideas for systems I haven't used yet, so I suppose it could be done. Do you lump mechanics by catagory? How do you organize it? What do you do with the "organ-doner" games they came from?