Robin Laws says the first steps of designing a new game are figuring out "Core Activity" (like in D&D, killing monsters in underground ruins to get treasure) and the "Design Throughline" (like Gumshoe streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together), so assuming something like that is true for you as well, can you share with us your vision for the Core Activity and Design Throughline of Numenera?