Trying to figure out how to adapt a concept to proactive games ...
Edariad just pitched six steps for a great campaign (link) based around the concept of a Seed Question. This is a question is not about the plot, but about how the world works or people work. His example is "who gets to decide what the world looks like". He argues that reasonable people need to be able to disagree about it, and that the villian and PCs all need to have a personal connection with it. The idea really resonates with me and feels compatible with the central conflicts concept. Where I am stuck is his suggestion that it is important that you don't come out and tell the players, but that it is the question they start talking about after the first session without recognizing it. That it looses value and impact if they players are thinking from that lens initially.
I see the point of it being a hidden force, but feel like it would need to be part of the discussion of theme and character creation in a proactive game. Anyway, I would appreciate others' opinions...