I want to make an RPG in the vein of the original Fallout, mechanics-wise.

Many people new to game design/development start out planning to make an RPG. This makes a lot of sense -- RPGs are among the coolest and most immersive games out there. And they are often the games that inspire people to explore game design.

Unfortunately, an RPG is also the most complicated type of game you could possibly choose to make. Even seemingly 'simple' games like the original Fallout are astoundingly complex. To make even a severely stripped-down version of Fallout or Neverwinter Nights as a single developer, the fact is you would have to do thousands and thousands of hours of work. RPGs are (pretty much by definition) composed of lots of distinct game mechanics working flawlessly together as a system. A project like this would be challenging for even a small team of experienced game designers/developers. For one person just starting out, it's EXTREMELY ambitious to the point of almost being unrealistic. Historically, most of the people who start out making an overly ambitious game get discouraged and never release anything. I'd hate to see you become one of those.

Because of all that, the general advice for newcomers is to start smaller -- a LOT smaller. Build a game around one or two simple mechanics. Although you may not realize it yet, just about any small game you could design is probably relevant to your dream of making an RPG. Make a small puzzle game, or a simple fighting or racing game, or even a basic inventory/trading system. All that knowledge can be reused in a more complex game later. And perhaps most importantly, with a small game, fundamental changes can be made deep into development. You can gut it and take a completely different direction. Many of the most enjoyable aspects of games you've played weren't designed whole cloth by someone with a genius idea. They were discovered when someone was working on something else that didn't work well, and then became a core game element along the way. A small game allows you to tinker and learn critical skills while also allowing you the most freedom to experiment and improvise. Along the way, you'll learn about the big gap between what you think makes a good game and what actually makes a good game, and many game designers would argue that this is one of the most important things to learn.

So my advice to you would be to grab that abundance of passion you have right now and focus on a MUCH smaller goal. If that works out, you'll have both a small (but complete) game to show people, as well as some real world knowledge about how the sausage is made. Your passion will only grow as you learn how game design and development actually w3orks, and then you can effectively apply that passion to larger and more ambitious projects.

/r/gamedesign Thread