My friend Nathan Paoletta is running a design contest called "Two Games, One Name," where pairs of designers are given the same title for a game and a set of contrasting constraints (e.g., "design a game for solo play" vs. "design a game to be played via text message") and asked to create games.
My assignment was The Piper at the Gates of Dawn, which fit nicely into something I'd been thinking about since Gencon. My constraint was "music must be central to resolution," which I interpreted fairly broadly, using a musical analogy for the sort of exchange-level game-mechanical focus I first used in The Perilous Realm. I'm not sure whether to consider this a cheat or a bit of cleverness.
A draft of the game is here. Let me know what you think.
Bill White's roleplaying game design blog, with emphasis on narrativist or story-heavy games.