I have a few ideas and rather than spend time figuring out the best I'll jump into one of them as a placeholder.
Cage of Reason is an enlightenment era game of piledriving philosophes and eye-gouging essayists.
Characters are intellectuals and agitators struggling to bring the light of reason to societies weighed down by despotism, superstition, and stultifying custom. The Characters' battles against censors, priests, and aristocratic twits are played out as tag-team wrestling matches.
Character creation and intellectual combat rules are roughly based on the Superstar Pro Wrestling Game that I used to play in the mid 1980s.
Time constraint: 4 X 2 hour sessions. One session creating characters and opponents. Three steel cage matches against increasingly dangerous foes.
Ingredients:
Laws
Steel
Team
Structure of play: players create their characters and a roster of enemies (or use pre-made villains). They then collectively decide on three intellectual battles (matches) they will engage in. Each of the last three sessions of play is the build up to and resolution of a match. Sample matches could be: proving that a famous relic in the local church is a fraud; convincing the King to sponsor a scientific expedition; mustering votes in the academy to replace the ancient, reactionary chairman; guiding the inaugural issue of a new journal past the censor's prying eyes. Matches can be fought as a series of individual bouts or as a tag-team battle.
Character creation:
The heart of each character is the list of eleven moves that they deploy when in the cage. Moves can be rhetorical tricks, appeals to powerful patrons, recitation of core beliefs, etc. For example:
Cite Aristotle
Write scathing review
Flee to Geneva
Reference the customs of the noble savages of the Americas
Retreat behind pseudonym
Moves are each associated with a number from 2 to 12, the possible results of a roll of two die six. Moves are ranked at different damage levels. It cost points to buy damage levels and costs more points to place moves at numbers that have a higher probability of being rolled (so the move located at number 7 will cost a lot more than the moves located at 2 or 12.)
Game Mechanic:
Each round, players roll on their moves chart and inflict damage, reverses, and other results. A Match ends when one side submits or is knocked out. Narration of each round of the match fleshes out the twists & turns of the intelectual struggle than is being waged.
Issues: how to keep a balance between ssilly & serious? Player defined moves, choose from a list, or combination?