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Trying

An idea becomes much more interesting when something has to be built with it.

Resonance experiments can be complete games, frameworks, scenarios, table procedures, or abandoned prototypes. Their purpose is not to illustrate a theory that has already been decided.

They make an answer vulnerable.

Regard​

Play / read Regard · experiment note

Can resolution start from what matters in the fiction rather than from a predefined catalogue of properties?

Regard became a playable framework, but it also revealed a new burden: collectively recognizing what is relevant requires judgment.

Glorantha Perspectives​

Play / read Glorantha Perspectives · experiment note

Can cultures and cosmologies become operative without being translated into a single mechanical physics?

Prisms are one experimental answer to that question.

Scooby-Doo​

Play / read Scooby-Doo · experiment note

How far can a genre be compressed without losing what lets it generate recognizable situations?

Unmind​

Play / read Unmind · experiment note

Can psychic unraveling emerge from the game apparatus itself?

Unmind does not use Regard. That break is an important result: Resonance must be able to lead to genuinely different forms of play.

Situation, Vector, and the blank page​

Question and working note

How can player and GM invention be supported from what already exists without writing the trajectory for them?

La Voie Lunaire and solo play​

Experiment note

Solo play is used here to dismantle some functions traditionally concentrated in the GM and to observe how a Situation can produce its own consequences.

Next​

The most useful experiments are those that can break an idea that has become too comfortable.

For example: produce a game with no dice and no equivalent of a Bet; build two incompatible games from the same universe; have another designer work using only Resonance's questions; push written or asynchronous play much further.

If an experiment can only confirm Resonance, it probably has little left to teach it.