
Short version: I've chickened out, a bit. Long version?
To make some sort of procedural "anything", you have to have an idea of what the building blocks of that "anything" are, or at least what you'll argue they are -- and then either frame your game in those terms or expressly simulate those terms. So if Convo is a game about narrative instead of people, then what's a unit of narrative?
From there, my thinking goes like this...