I see momentary bits of the ultimate game in other games.
The ultimate game would have:
- Setup like In A Wicked Age, but the group could agree on an ‘Anchor’ element, and there would be a distinction between heavily-themed elements with low definition (the Signs) and high definition elements with weaker thematic implications (the Multitude)
- A phrase besides “Best Interests” for the best interest phase
- Inside-out-stakes like Polaris or In A Wicked Age
- Dynamic Sets like the best of D&D 4e, Savage Worlds, or Red Box Hack
- Four Stats: Might, Grace, Insight, Resolve, each with social and nonsocial implications
- Stat power offset by pre-game character development to equalize the power level of experienced and inexperienced characters out of the gate.
- These two would be crossed with each other
- Aspects like Spirit of the Century, but any player could tempt someone for them.
- Keys like The Shadow of Yesterday, but backwards, with the other players awarding.
- Budget like PTA, used to both limit the GM’s power and to provide a timing mechanic.
- Mandated details like InSpectres