Here's my concept. It grabbed me almost straight away and it seems to be growing in strength.
Three Dooms
3 sessions of 3 hours.
Ancient
Committee
Emotion
The game is set in an ancient town at the dawn of civilization, such as Catal Huyuk, or earliest Jericho or Ur. Maybe 5000 people tops.
Requires 4+ players.
The town faces three dreadful dooms - perhaps monsters, enemy armies, famine, hostile gods, etc.
Players each make up two characters, one is a member of the committee that makes community decisions, the other a (prospective) hero who will help defeat the dooms.
Each session deals with one doom, and they progressively get tougher to destroy.
Character generation will be a quick beginning to the first session. Heroes will be chiefly defined by the emotions that they can use to win conflicts. At the moment I plan to pair emotional opposites, and have each hero take one primary and one secondary emotion. The secondary must be the opposite to another hero's primary. So one hero might be best at 'Rage", another at 'Love', another at 'Schadenfreude'... whatever seems cool.
Committee members are essentially defined by their role in the town, such as chief, priest, trader, champion and so on.
Each attempt to prevent a doom begins with the committee meeting. As the committee members discuss the doom, they will suggest things they have heard about it. These become aspects of the doom that the heroes must overcome. There may be some committee type/voting system to regulate these aspects.
One player (most likely the one who suggested original idea for the doom) then takes a GM role for the others. The other players' all have their heroes set out to defeat the doom. I want to aim for a mythic style of overcoming the aspects of the doom via the heroes' emotional drives here. Not sure how yet.
Once the doom is defeated (or the heroes retreat), glory is scored. The player who GMed gets 1. The player whose hero overcame the most aspects of the doom gets 2. The player whose hero overcame the next most aspects gets 1. (*Note: scoring may change) Glory is a resource that may be used to give some advantage subsequently, like rerolling failures or something.
Possibly the doom will always have the same emotional drives as the GM's hero character (to go against the heroes with opposed ones). Or maybe not. The GM will have some structure to work within about building challenge, such as so many points to spend for each doom (rising each session) which are allocated between the aspects. Thus, certain aspects of each doom might be easier or harder to defeat (e.g. it is easy to assuage the anger of the rain spirits but harder make up for the lost crop). The GM will also be able to draw on their glory to make things hard for the heroes.
At the end of the third session, the player with the most glory wins.
Everything else is too vague to bother typing at this stage.