From my notebook and from speculating hard over the weekend, I present
Hubris
A family tragedy inspired by the play Agamemnon by Aeschylus.
Time Range: 1 session of 2 hours
Ingredients: Glass, Ancient, Emotion
Four players, no GM. Equipment: a deck of cards. 4 glasses. 40 stones. 4 Six-sided dice. A timer. No player or character sheets, no notes during the game, only narration.
In an ancient kingdom, the King returns from war. His Queen and the Heir to the throne have been waiting since he went away. Everything has changed. A lover or mistress has entered the scene.
Each player gets to play a protagonist, randomly chosen. The protagonists are the King, the Queen, the Heir (Prince or Princess), the Lover (King's or Queen's)
How long has the King been away?
How has the kingdom been ruled in the meantime?
What reasons do the protagonists have to kill one another?
Who will survive and who will die?
Who will rule the kingdom and at what price?
Game Structure
Past - where we establish what has gone before, and are introduced to the four progagonists in a random order. 4 scenes of 10 minutes.
Present - 4 scenes of 10 minutes.
Future - where we predict what will come after. 4 scenes of 10 minutes.
Note that "scene" may be comprised of more than one scene, but each scene is narrated by the active protagonist with the other players confirming or opposing the established facts in the game.
Possible supporting cast
The Maiden. The Mistress. The Lover. The Servant. The Slave. The Brother. The Cousin. The Grandmother. The Grandfather. The Elder. The Herald. The God. The Warrior. The Assassin. The Beast. The Thief.
Hubris - Nemesis (no implementation as yet, but will be)
Conflict/fact establisment is ruled by a Polaris-inspired mechanic, ie. ritualistic conflict phrases, and determined by a dice roll if disagreement between the players.
Protagonists are represented by playing cards, and so are their traits. King is King, Queen is Queen, Jack is Heir and Ace is Lover. The colour of the protagonist card determines the character's main aspect. The aspects may be interpreted by the players.
Hearts: Emotion. Diamond: Wealth. Spades: Action. Clubs: Death.
Three additional cards (from 2-10) are drawn to indicate character traits. The higher the better.
Each protagonist starts with 10 stones in her Glass of Life, and when all stones have been used, the character will die. Stones are used to narrate scenes and influence conflicts. Lost stones can never be retrieved - perhaps.