Others
Resonance does not move forward alone.
Other games have encountered nearby questions, chosen very different answers, or long since shown that an apparently new intuition was not new at all.
These cases are neither a gallery of influences nor a genealogy meant to legitimize Resonance.
The question that interests me is simpler:
What does this game change in the question I am currently asking?
Cases already studied
- 1969–1974 — Braunstein → Blackmoor → D&D 1974 — foundational gesture and historical conventions.
- 2000–2020 — HeroQuest / QuestWorlds — natural language as a compact interface.
- 2003 / 2013 — Fate / Fate Core — fictional statements, permissions, and resources.
- 2005 — Dread — physically perceptible risk.
- 2005 — Polaris — conversational syntax as mechanics.
- 2009 / 2011 — Ribbon Drive — music and media as generators.
- 2010 — Apocalypse World / PbtA — a major counter-test for any claim to “start from fiction.”
- 2013 — The Quiet Year — map, deck, and temporality.
- 2014 / 2018 — Dream Askew — distributed authority and world elements.
- 2015 — Ten Candles — light, time, and destruction.
- 2017 — Bluebeard's Bride — fictional identity distributed across players.
- 2017 — Monsterhearts 2 — constraint and relational density.
- 2020 — Alice is Missing — silence, phone, and text.
This part of the site can remain more documentary and analytical than the rest.
That is precisely its function.