1.) What is your game about?**
>>> It's about legends, torn from their homes. They've lost everything, including themselves.
2.) What do the characters do?**
>>> Struggle to rebuild themselves and reclaim their memories, then draw upon and challenge the conflicting drives of Light and Dark.
3.) What do the players (including the GM if there is one) do?**
>>> The players throw their characters into conflict, and they seek to gain allies in the fight against Darkness. The GM strives to create an interesting, captivating setting full of potential allies and enemies; the GM challenges the characters and pushes them.
4.) How does your setting (or lack thereof) reinforce what your game is about?
>>> The setting is large, multi-layered, complex, and loud. It's a maze of people and things, a crazy mix of everything. It's a setting defined by Light, Darkness, and the Egos of heroes and villains.
5.) How does the Character Creation of your game reinforce what your game is about?
>>> The character creation occurs in-game, by testing your character and attempting to regain his memories.
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
>>> In the early game, the game rewards placing your character into conflict as often as possible. In the later game, it rewards playing to the style of the character and walking the line between Light and Dark.
7.) How are behaviors and styles of play rewarded or punished in your game?
>>> In the early game, every conflict gains something. Later game... TBD
8.) How are the responsibilities of narration and credibility divided in your game?
>>> TBD. Rotating focus player, other players do other things, and GM handles Darkness and the City.
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
>>> It draws upon prior investment in characters that interest them. Rest TBD.
10.) What are the resolution mechanics of your game like?
>>> The early game mechanics are very simple, generally a 50/50 chance of winning - the only thing that changes is the scale and scope of rolls. Rest TBD. Insert Madness-style death spiral for Light and Dark.
11.) How do the resolution mechanics reinforce what your game is about?
>>> In the early game, the player never knows if he's going to win, but he knows he'll get something regardless - so it makes sense to drive towards conflict. Later game mechanics force the player to rely upon Light and Dark, but they must be careful not to go to far.
12.) Do characters in your game advance? If so, how?
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
14.) What sort of product or effect do you want your game to produce in or for the players?
>>> A mix of sheer-awesomeness and style of the legends, and fighting against the opposed draws of Light and Dark.
15.) What areas of your game receive extra attention and color? Why?
>>> Character creation (Remembrance) is a big part.
16.) Which part of your game are you most excited about or interested in? Why?
>>> The bringing back of old characters, because it's very cool to revisit old ideas in a new light. The setting, because it draws on a bunch of ideas I already like. The remembrance mechanic and ideas, because it allows character shaping in-play.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
18.) What are your publishing goals for your game?
>>> Probably release for free online, as a PDF.
19.) Who is your target audience?
>>> Mostly me and my friends, I suppose.