First off, this is not for RMXP. Second, this is just an idea, I most likely won't follow through with it.
A terrain / enemy / weapon / all other content generator is at the core of this game. The concept is that when a new character is created, a unique area with a town, monsters, people, and other content is generated on the world server. The user gives the character some background info which determines some of the main features of their area. Then the game begins.
You start off the game by preparing to go to the city to begin your studies as a warrior. You prepare yourself, say goodbye, and then get teleported to the starting city. Once there, you find the academy and go through the tutorial of the system. After learning the basics, you now have free reign to go about the world.
The world consists entirely of towns and their surrounding areas that have been generated by characters, with a few generated cities in between that serve as teleportation hubs, but are not linked to any specific character. All areas have dungeons to explore, an economy, quests, monsters, and NPCs, all of which have been generated and are unique. You do not level up in this game by defeating monsters: rather, each time you visit a new town, you can take a lesson from the town instructor after completing the town's quest line to level up and gain a new skill point. Thus, the game emphasizes exploration, not repetition.
You have the choice of putting your skill point into one of 5 areas: close combat, ranged combat, attack magic, support magic, and animal training. Depending on how you allocate your points, certain stats will increase, and you will gain new skills. There is no redistribution of points: you must stick with the character you make.
In terms of the strategy of distribution, it will not favor any particular distribution. Putting all the points in one area will gain you new skills faster, but your stats will not be balanced. Spreading out the points too thin will make you very well rounded and adaptable, but not allow you access to higher level skills. In general, spreading the points among 3 areas will work well, although other distributions may work equally well or better.
Once the player reaches their starting town again, they must go on an epic quest to save the town. When they succeed, they become the ruler of their town. At this point, they are allowed to setup quests and create user generated content within the town. In turn, other players visiting the town can experience the user generated content. As other players complete your quests, your town gains funds which can be used to extend its economy, restock its shops, create new NPCs, or just build up.
But your adventure does not stop when you reach your town. Continue to go out and explore, gain more power, and gain experience and skills from other people's areas. The game never has a level cap, but level differences are not of much significance: a level 20 could best a level 40, and a level 40 could best a level 70, and so on and so forth.
So what do people think of this? Would you play it?