I have an idea about a small closeknit group of people who gather together and use the game to visit alternate realities and push back against disruptive harmful forces there, creating a positive ripple effect back to our world. I have some basic ideas about the game but could really use some feedback from what I'm looking at since I"m not sure if I'm honoring the constraint.
The game is played heavily using the "idle dreaming" mechanic, the roles are the people in our world who reach out.
Strong moves and weak moves still exist for the roles.
To interact in the "other worlds" and help improve them we need to find an avatar character who will be our "playing piece" to make changes. This person is described quickly using simple aspects (a la fate). The play proceeds using idle dreaming and the roles to help guide the exploration of this other world until we drop into a conflict (slightly different from dropping into a scene).
I am bringing dice back into it in this fashion: when the avatar character does something that might be challenged, we roll. If we don't roll high enough, this will trigger some negative feedback instead of failure. The idea here is that a low roll will mean "make some more weak moves, spend some tokens, create some advantages, etc".
Then we'll see the long term impacts. Then we return to the idle dreaming phase unless we want to finish a scene around it.
There's a lot of mythology I want to play with regarding the closeknit group stuff and it's a little more "vague" than most of the belonging games I've seen but I'm very excited about it. I'm just not sure if it is honoring the constraints of the jam and what I've found is that by honoring the constraints, I generally end up making a better game.