As for story telling, I wouldn't get hung up on that too much. Hopefully I have an interesting setting, but the story is sort of implied (the player can 'fill in the blanks or make up their own backstory'), but its not essential to the game itself, which is more about exploring and making progress into the adventure. Some great adventures are just crazy abstract game worlds. Just an interesting premise and you're left to solve great puzzles and mess about in that world. :)
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Absolutely, just because text adventures use words as their primary means of conveying information, it doesn't follow that those words need to convey a story. Looking forward to seeing the puzzle boxes that entrants have in store. Also looking forward to seeing how entrants bend the rules if they really want to tell a story at the same time :-)