Going along with the Disney variant (which I like because it seems to facilate a playful, slightly humorous game), that would mean that:a) each character must be an animal. Players are encouraged to come up with a type of animal that represents the most important part of their character (a lion if they want to be royality or especially loyal) but "casting against type" (a dumb fox) is permissible.> This should facilate adressing premise by providing a readily accessible character concept, a thematic link to the fables and by revealing the individual players choice on what aspect of the central premise they'd like to address. Plus, I think it would be fun.b) the setting will be a blend of the animal kingdom with medivial social structures, transferring aspects of the structure of the food chain onto connections of loyality, inferiority and superiority.>This strict social structure in the setting should facilate addressing premise in that everyone obviously exercises might on those below them in the food chain/hierarchy.c) for stats we will need only might, specified according to the means by which it is executed: prowress, rank/social, wit, with the "attacker" specifying what method they want to use, I've no idea what resolution and reward mechanic to use though. At this point I'd say players can freely choose their chracter's overall might, though some balancing might be necessary to encourage choosing a low level.d) Narration rights: I'd like players to frame scenes for each other, especially since that would give them the opportunity to actively work for the aforementioned spill-over effects, e.g. by framing scenes for others whose consequences are likely to affect their character one way or the other. I've no idea yet on what basis to decide how narration rights pass from player to player.