“Echoing Mirage”
The setting is completely fantasy. Because of an accident involving time-travel magic, the timeline has been shattered. You are trying to put it back together, by repairing chains of cause and effect. To do this, you move through “gaps” in time, crossing from one place to another and sorting out conflicting timelines. However, messing with the timeline in ways that cause problems (such as giving someone something you got from him in the first place) causes you to accumulate Paradoxes, which can lock storylets, add bad cards to your hand, or even eject you from the timeline completely (putting you in a state where all of your cards deal with fixing the paradoxes, which means undoing your progress).
“The Tale of Narra”
You play as a character in a story, who has become aware of the story. You are trying to survive the events of the story (or other stories you cross into) while holding your audience’s interest. If you die, go insane, or are otherwise removed from the story, you get kicked back into your “original” story and have to find your way into another telling of that story (losing what is essentially a Route quality). On the other hand, if you lose the attention of your audience, the story itself dies and you have to “rebuild” it by inspiring someone to create a similar story.