I had all but given up on Game Chef. Something about the ingredients and the way that the contest works just didn't sit right with me. I couldn't fire anything that was 'good enough' - every idea that I came up with was derivate of something else, or I would rather run using another system. I was generating ideas for games rather than games themselves.
It was this morning, on the toilet at work (prime thinking territory btw) that I had the smallest spark of inspiration. It ran something like this:
I was trying to work out how some of these more high concept indie games could exist alongside simple games like A Faery's Tale. One of the puzzles in the world of indie games for me has always been that the games themselves are not usually designed for extended campaign play, which in my eyes is one of the best bits of RPGing. Whilst thinking about this, it suddenly hit me that what I was trying to write was a 'proper' RPG rather than one of these head-up-the-arse indie thinking ones. EUREKA!!
Newly aligned, I could now see where my game could go. It could be something that was played over one sitting. It could have very simple mechanics. I could really have one central situation. It wasn't something that needed to be complex.
So I have my idea - using Sacred, Rose and Threads. It's a game of monastic suicide and hidden passions, guilt and betrayal. And it is played in one session.
Now I just need to write it.