I would be interested in GMing a daily update for a either
- D&D 3.5 Immortals Handbook with narrative alternate combat (combat utilizing pre-battle preparation and tactic slots for actual combat rounds--it runs similar to Dragon Age Origins tactics slots--you only have a few options from round to round and combat that drags on leads to a decision by domain). I can start the PCs at anywhere from Demi-God to Old Ones. Use of almost all splat books is unnecessary as most of the powers are superseded. The only books we'd use is ELH, Immortals, and Core.
- A dX game with heavy emphasis on the dynamic powers or power flux attributes.
Story-wise it would take place on a fissured world; with many islands. Each island is a (theoretically) closed system. Each god will control an island to begin with, and will have the chance to grow their society and worshipers inward or outward. Outward growth will bring conflict but access to new culture. Inward growth heightned devotion, but also dependency.
Very sandbox, but also similar to Castlevania games, in that the islands are like rooms. Foreign gods both above and beneath you will demand tribute or ask favor. You will use your powers for your people, and against the gods' people. If two gods converge, the result is both wonderful and devastating. Allies gods can combine (some) powers, and enemy gods can dampen or reverse their powers.
NPCs will vary from villagers to the battalion of cosmic creatures. Some NPCs will be gods; most won't be though, as as gods rarely directly oppose each other.
The theme will be both benevolent guardianship, as well as upkeep on a devotional system of entities. Scenes will consist of performing miracles, averting tragedy, deciding critical contests, and motivating mortal action. A war god may perform the miracle of giving all his devoted a massive battle mind, enabling the meek to bouts of heroism, and pinnacles to near celestial status. A nature god may perform a miracle to provide food and wood for an island that sustains them enough to never need forage or gather, and instead spend their time finding feylines and cairn stones for holy rites to the god.
We can do this any number of ways; it can be a diceless resource upkeep (Think most RTS), it can be a godly seduction--not necessary romantically or sexually, but simply a taste of the divine--to the mortals (many of the Greek legends), it can be a world threatening disaster averted time and time again in RL days covering in game decades or centuries (like the messiah tales), or it can be a clash against the titans. It will, however, need to stick to one type of engagement per story, and we'll need to talk about what types of stories to pursue.
Instead of having an adventure, as for mortals, it will be about fifteen islands with different cultures, and few plots for each of them. Players can start adjacent, to be allied, or if the OP would prefer distant to become opposed. Advancement will be in the chosen system, level/divine rank or attributes; with artifacts being the closest thing to items the gods will have. In D&D this will be about four or five artifacts. In dX this will be any number built of a reserve of IoP levels.
NPC relationships will be key, as they are the connection to the world and the gods' biggest impact. Entities in a battalion will be mostly nameless until one rises and the god "names" it; with an out of character remark you like a certain action by the entity (example angel that perform act of righteousness) and wish to promote them to a full fledged NPC.
Endgame can be Ragnarok, Armageddon or Regression to Solipsism. In any case, this can be pushed back until such a time the PCs want to restart, and players who want to be "reborn" can do that to maintain a handful of previous accomplishments.
Because of this, and temptation to meta-game by learning of the islands, I'll want each player to go through a three part trial (after joining--this is not s RTJ application!) to make sure they like their character; and if they do, they'll be stuck with it for good or ill.