Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table. This is aspirational rules design. People will just forget to use most of this, because there's nothing that triggers an RPG rule beyond what people remember."
Post
Apropos of nothing, RPGNet currently has a thread on "Aria: Canticle of the Monomyth".
"Verbose, obtuse, badly explained, badly organised, repetitive, over-complex, pretentious, but containing one phenomenally good idea. Aria should have been a milestone in the history of roleplaying games. Unfortunately, it has turned out to be a large and expensive doorstop instead. Aria is quite literally unplayable."
https://en.wikipedia.org/wiki/Aria%3A_Canticle_of_the_Monomyth
I still have it on my bookshelf, because I am a sucker for worldbuilding tools. But I have neither run nor played it.
@juergen_hubert
IMHO, worldbuilding tools belong on computers. But I am very interested in scenario generating tools. This is of course in line with my general unwillingness to invest in a game world beyond the needs of a given scenario.