I wanted to make a fast dungeon crawler based on Maze Rats and Into the Odd that even children could play. It uses, at most, 2d6. The rules are one sheet. Character generation is one random table.
I want this to run Trilemma Adventures and quick dungeons.
The premise is you have Debt. Your group owes someone, big time. You delve into dungeons to get Treasure and pay them.
For a one-shot, simply throw the players in front of a dungeon.
For a campaign, list an assortment of Treasure rumors and tie them to adventure locations.
I got fed up with overcomplicated character generation and backstories. Playing the game is the thing, not the nonsense that happens before. Stories are the things you tell when the session is over, not before. The only things that matter are the things that enter play.
Also, it gives me a chance to flex my GM toolkit material, the back half of Maze Rats and Tome of Adventure Design from Frog God Games.
EDIT: This post explains the WHY of Red Ink Adventures, but this post gets more into the HOW, especially from the GM side.