 I really like minimalist designs, but I think this one goes too far in a number of senses. It's hard to make minimalism work if you don't know anything about the characters (no memories) because you can't effectively draw on established material ("I'm a former mob enforcer on the run from my ex-boss") or ask the players questions ("How do you usually do this?). Also, there's no explanation of why some of the core mechanics, especially "witnessing," are so critical to the game. Is it about spying on the evil deed of others, somehow? How do I make that happen? In general, I feel like I need a bit more guidance and direction to really know what to do with these interesting elements that I've been presented with, in order to make it into a game.  I really like minimalist designs, but I think this one goes too far in a number of senses. It's hard to make minimalism work if you don't know anything about the characters (no memories) because you can't effectively draw on established material ("I'm a former mob enforcer on the run from my ex-boss") or ask the players questions ("How do you usually do this?). Also, there's no explanation of why some of the core mechanics, especially "witnessing," are so critical to the game. Is it about spying on the evil deed of others, somehow? How do I make that happen? In general, I feel like I need a bit more guidance and direction to really know what to do with these interesting elements that I've been presented with, in order to make it into a game. 