I'm aware that you want more tangible advice than just encouragement (and I apologize if I'm beating the dead horse here) but I figured I'd throw my two cents in. Trendane hit the nail on the head. Every creation, work of art, etc. starts with a small idea. It may not be fully fleshed out yet, but you nevertheless have something to grasp on to as you begin the creation process. And before I continue, I'm not a game maker, I'm a writer, so I can't really offer you any tangible advice when it comes to making games. With regards to the creative process, however, it's important to realize that regardless of the quality of that initial idea, you nevertheless have something that you can grasp on to, and shape in whichever way you see fit. And of course, you'll have moments when this works out quite well and you are able to make something exceptional, but there will be other times when it won't work out so well, in which case you need to go through what you have and figure out where it went wrong. I've had times where I've scrapped many pages of writing and have had to return to the core idea because what I had done didn't quite work. And, based on my experience with literature, I have confidence that I made the right decision in scrapping those pages because I trust in my ability to know what works and what doesn't work from both a readers perspective and an analytical/critical perspective. And this leads me to my next point.
Cloud, I've only been on this forum for a little while, but I have seen so many posts from you. You clearly play these kinds of strategy them, but not only that, you think deeply about how the mechanics work in different scenarios. So I think it's safe to say that you should trust your instincts and your ideas. And this leads me to some more concrete advice: you don't need to ask specifically about your idea in order to prove it (thought feedback is, of course, always essential). You post on this forum about Armello and consistently give your input on different game mechanics and facilitate discussion with other members. What's extremely useful to you about this, is that you are able to not only throw your ideas out there and get feedback, but also, you're able to read and learn from those who respond to you. So really, that's my main piece of advice: get feedback from your ideas, regardless of whether they are in the context of your own game, Armello, or some other games, and use those in addition to the ideas you believe work well in order to shape your idea until you can make something awesome. And of course, building a cheap prototype out of whatever materials you could find and giving it a test run couldn't hurt either.