I'm glad that my brain farts are of some use. I think in some ways the actual gameplay of LoRD can be equated to newer browser games like Kingdom of Loathing, but something about the earnestness and competitiveness of LoRD made it deadly serious and very engaging. (When you killed the red dragon, you got special bonuses and lawmaking abilities for the next round. Maybe you were King?)
In general, it was just fun to go out on a controlled grindquest that only let you play for a certain amount of time per day.
You had maybe 15 turns, most of which went by quickly. 80% of the time, they were random encounters with monsters. These encounters took less than a minute once you got used to them. 20% of the time, they were unusual events, either special shops, fairy riddles, OOD monsters, special quests, or something of that nature.
There were also once-daily things - that's where the Bard and the Barmaid came in, or prayer at the local grove, you get the idea.
You could also bribe the barkeep to sneak into another player's room at the inn and attack them. One of the fun things was that all of the exciting events for a day were reported in the next day's news. It gave a sense of community, kind of.
I think in designing a game like this, your sense of style and dramatic flair will be of paramount importance. Prose will be key. Fortunately, *knows you have a penchant for that.*