A friend from grade school and I always wanted (and had gone so far as to start) to make a game that combined the storytelling of the RPG-like gang-war progression of Necromunda with the random world-building of an old classic called Scavengers of the Mutant World.
Now, some background on Sot MW
, since most people haven't played it: Basically the game created a new world out of somewhat generic tilesets every time you started a game (Dwarf Fortress style). Scavengers's world creation would spread weapons, armor, ammo, blueprints for various vehicles, and the parts necessary to build them spread across the world in various shelters ("vaults," if you will). The game's algorithm was set up so that you could always find the blueprints and parts to build a vehicle capable of flight or sailing somewhere on your starting landmass, and you'd need to get to mountain or island cities to build one of the endgame vehicles (such as a space ship or time machine). Brilliant, right?
Well, the problem with the game was how the party worked: in your home vault, you had 20 randomly generated characters, rated on a D&D-like 3-18 for the main stats (unweighted), from which you had to scrape together a party of 4. Once characters died, they were gone for good, so if your one guy with 18 strength got rad poison and died, good luck carrying that car engine out of a searched vault. There was also no save feature unless you were logging off.
On top of that, enemies scaled up more rapidly than your party, so eventually you were fighting gamma demons that attacked your guys twenty times to your one attack... unless you had a super-speed or laser-eyes mutation (yes, you could get laser eyes), your powerful team of killers could be annihilated quite anticlimactically.
So my thought was that you could build a post-apocalyptic game that randomized a city (with a few permanents for story progression), team members (making sure to include recruitment from other "vaults" and that nobody is ever completely useless of course), and item/quest placement (you wouldn't always get the same gear or quests on a play-through).
It would be tricky, and I'm sure there's no way to make it with graphics that would be up to modern standards, but given that roguelikes are still prosperous after all these years, perhaps it would work. But probably not.
"The secret we should never let the gamemasters know is that they don't need any rules." - E. Gary Gygax