Well, the rules for the pre-alpha run of Livewire are now officially available:
Livewire, pre-alpha rules (10 pages, including quick-reference sheet)
I have to admit, I'm not at all sure this game will work. The problem is pressure. Games run best (in fact, games run only) when there is pressure to play them. There is very little pressure in this game, so I think it will fail.
The thing is, you can't just slap pressure into a game. Not every player responds well to pressure. And many more players will respond poorly to pressure unless it is specifically geared to them. But the players who don't need pressure still need a pressure-filled environment to be intrigued by... it's kind of a lose-lose situation. If you include pressure, you drive them away, if you don't include pressure, you let them drift away.
What I have done is created a "voluntary pressure" system... but I'm not sure it's going to be enough.
We'll find out, I suppose.
Comments are, as ever, appreciated. I did think about this game for quite a while, so if you think I missed something, chances are I thought of it and trimmed it, or that the game does address it in a way which does not need to be stated in the rules.
However, this is the pre-alpha ruleset, so... the rules might not be the clearest thing ever.