My game is :
lite (little prep, little reading, 90' session)
deterministic (total player control, 0 dice)
democratic (GMful, egalitarian time and benefit sharing)
competitive (strong negotiation)
a narrative game
permissive ("what you say happens" is the default)
generic (setting, genre and character creation during the first session)
story simulator (no stat vs difficulty)
On their turn, each player says what happens and 'bids' on a goal to be achieved. The story flows under successive responsibility of every player. The rules are here to manage player interactions, giving them means to pursue their narrative goals and enforce narrative and aesthetic coherency.
This is voluntarily abstract so you can tell me :
- what game has already been done with the same utility (or "niche")
- what mechanisms or aspects you think are most perillous (unbalanced or boring) if not managed properly.
Thank you for your attention.