After a few hours of having no ideas at all, I'm now in a situation where I have too many ideas to make. Most of them are just vague ideas that will quickly fall by the wayside. But the two ideas I'm most likely to actually write and submit both seem to be of equal worth and interest to me. So i'm looking for feedback on the two ideas, to see what people think of each. Maybe I'll choose to work more on the one you guys prefer, or maybe I'll work harder on the other one, but either way someone else responding to my ideas might help me in the writing process.
The first idea is a game using the 4 sessions of 2 hours rule, with Committee, Emotion and something else (not sure which yet). You play a trial sequence, wherein one player is the Accused, one the Victim, one representing the Committee that judges, and one a Witness to the crime. It is clear from the start that the Accused committed the crime he is acused of, but the Committee needs to determine his motives for doing so. So each participant tells his or her version of the crime over the course of a session (Committee going last, as a judgement of what happened). Each version will be similar in broad strokes, but different in details and, importantly, in the motives of the participants. At this point, I'm thinking of some card based mechanic wherein each suit is a particular emotion or motive, and in conflicts you play cards and narrate why you're doing things as well as how. Each session the Trump suit changes, too, so you are portraying your character with different motives than before. 9Think Rashomon or Hero.)
The other idea uses the ten sessions of one hour apiece. One player takes the role of the Actor, who is in a precarious osition that will end very badly for him within an hour and is trying to avoid that fate. The other players are playing NPCs and impartial forces trying to push the Actor toward a given ending, most of which are bad. Each session these roles rotate around, so probably everyone gets to be the Actor. Each session also plays out over the same span of time: the Actor reaches the same crisis, then tries to avoid in in some novel way, and the other oppose this in various ways. So onceagain you have multiple different versions of events, though in this case they're more like alternate realities than alternate viewpoints. I've got the start of a system whereby the hour time limit affects the difficulty of the Actor's actions, whereas the session number increases the other player's actions.(Think Run Lola Run.)
There is, of course, more to both but it's still being worked out. Which of these interests people? Likely problematic issues with either? Which should I do? Maybe I should do both, I dunno. Don't want to split my resources too thin, though.