The following is the first non-gds game Ive thought of while participating on this forum so I feel it is pertinent to share with the many wise folks here.
I imagine the setting to be fantasy of some sort.
Imagine a game board depicting a large world divided into 10 or 12 territories. Possible more. Each territory has it's own deck of events.
Players may start on any territory and can do one of the following on their turn.
Move to an adjacent territory.
Draw an event card from the territory deck of the territory the are on.
trade an event card with a player on the same territory.
The event cards are more like story snippets about people or events that has happened in the territory they were drawn from. Each event has a point value for Scoring at the end of the game. Each event also has a bonus for collecting the entire set of that story. For example "the exalted king" story has 5 parts and a player with all 5 parts at end game gets a massive bonus.
Also on the bottom of each event card is the name of a different territory and a number. When the event is drawn player must move a number of cards from the territory deck of the territory the player is on to the bottom of the territory deck declared on the event. This is to encourage players to move throughout the world instead of depleting the territory deck of the territory they start on. Also, once one territory deck is depleted, the game is over and players score their points.
How do players interact with each other or the game other than trading? I don't know. Have not developed the thought that far and finished painting the spare bedroom before I could think of anything. Now I post here for ideas and general conversation.
Could this develop into something interesting?
I like the idea of keeping information from people but I don't think it would work as players could trade with other players. Hidden information seems contradictory versus trading.
I thought of having each story segment only detail a very basic outline so players can essentially narrate their own story rather than making each one. I would probably still include a story for example purpose.
Also been thinking about including icons that represent abilities like stealing other players stories or searching any territory deck for a card. These abilities would trigger every time you draw a card with an icon that matches one you already have a set of(3 or more). This could mean that each story has its own special ability but you can't use the ability until you have a few segments of story.