The Rpg itself is pretty much your typical Rpg with a bland story, but I'll try to make the best of it.
Eep.
If you description ever includes the words "typical" or "bland", you're not working hard enough at it. Furthermore, if you can't muster up enough confidence to say "Hey, I'm working on this real cool thing right now", you might be working on the wrong project. You want to try and use your time productively to produce content that you really like, so it's important to find an idea you can fall in love with because by the time you hit the middle of the development cycle, your relationship with the idea is going to be tested hard and it would suck to have wasted time on something you just give up on half-way through because you got bored.
In an effort to prevent you forgeters from splashing cash on a course you don't need to do, I'm currently in the process of writing the "
McJob's Handbook to Not Making stuff Games - An Aggressive Approach To Good Game Design". It'll basically be a summary of all the GD-related stuff I learnt over my 4 years, as well as some additional notes and facts I've picked up from my additional research (such as Valve's take on colour theory for level design). I'll be including as much sources as possible for those who want to double-check I'm not bullstuffting.