The concept:
British Invasion is about rock and roll bands changing the world. Player's create their characters by prioritizing the Archetypes and Temperaments they'd like to have in secret. Once revealed, these priorities determine how the band works together and why they're famous. The role-playing part of the game begins after the first show of the band's debut U.S. tour in 1964 or 1965.
Ingredients:
I think the ingredients I'm going to work with are as follows:
"The game must involve a randomizer that is neither dice nor cards." There will either be no randomizer at all, or it will use a spinner divided into quarters with each section a different color (red, yellow, green, and black; the colors of the four temperaments. See below). "No Numbers" might even apply in the second case, though the prioritization part of character creation involves ordinals...
"Opened" and "Second" will both be involved both mechanically (the bidding mechanic?) and in-fiction (e.g. "We opened for The Who; the rest is history," "Second album syndrome/Sophomore Slump"), I think.
Design History:
This is the first idea for a game that popped into my head after I had my
initial conversation with Stephen. A few days later, I saw
The Beatles first appearance on the Ed Sullivan show and knew I had to run with the idea.
A couple of entries on TV Tropes -
"Five Man Band" and
"Four Temperament Ensemble" - informed character creation and the resolution mechanics.
Later, I remembered an independent PC game that
Greg Costikyan talked about on Play This Thing. I haven't checked out the game, but reading the review again is helping me refine my design.
Earlier today, I ran across the Wikipedia article
"Social Effects of Rock and Roll," which has a ton of material that I wouldn't necessarily have remembered on my own.
Other Stuff:
For some reason, I want to appeal to Old School sensibilities; make a game that would be seen in a favorable light on
Grognardia, maybe.
Thoughts?