(edit- submitted version:
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Okay- here's what I have so far.
3x3 hour sessions.
Ancient, Glass, Emotion.
The players take the role of divinely-inspired chosen of their god, in a land highly reminiscent of ancient Egypt. Each session represents a window into one epoch of the Kingdom' history. Each player is the chosen of one of the gith gods (with no duplicates), although only they know which one. The goal is to ensure that the Kingdom's 'aspects' match your god the closest at the end of the third session.
The aspects are (unsurprisingly):
The Ancient- Respect for that which went before. Embodied in the King, and associated with law, authority and strength.
Emotion- Passion and commitment. Embodied in the High Priest, and associated with love, religion and social interaction.
Glass- Invention and intellect. Embodied in the Chief Architect, and associated with literature, problem solving and mercantilism.
The Kingdom has a meter for each of these, and as the players solve problems facing the kingdom, the way they solve influences these meters. If the solution uses the aspect in a positive way, the meter increases. If it uses it in a negative way, it decreases.
For example, if you have to deal with some barbarians menacing the borders you could:
a) Inspire the troops and display tactical knowhow to defeat them on the field of battle- +Ancient
b) Descend on their camp on the dead of night and slaughter their women and children in the confusion- -Ancient
c) Negotiate with the barbarians and pay them off to leave your borders alone- +Emotion
d) Negotiate with the barbarians, then betray them and kill their leaders during the carousing. -Emotion
e) Fortify a town heavily and install seige euipment so the enemy breaks on it like water- +Glass
f) Send a spy into their camp to poison the well. -Glass
The ultimate decision rests with the GM, although some discussion is encouraged.
The characters are rated in these aspects, which forms their skills. There need not be direct correspondence between the skill used by a player and the outcome on the aspects of the Kingdom.
Also each session offers an increase to one of the aspects for the characters, and within each session each hour offers another. The time limit is strict, so in one sense play is against the clock.
Is any of this sounding interesting?
Here's a question: I'd like to divide the sessions into 3 hours plus 10 minutes cleanup, but would this constitute breaking the theme requirement?