Skip to main content

Questioning

Resonance starts from problems more often than from definitions.

Some questions have been around for a long time. Others have only just appeared. Some have already produced several games; others still have almost no answer.

They do not need to fit into separate “research fields.”

Make an experience accessible without impoverishing it​

How can the entry cost of an experience be reduced without removing what made it interesting?

Where does the work go when we simplify?​

When a rule or procedure disappears, has its function actually vanished, or has it moved somewhere else?

What can we do with the blank page?​

What can the game do when a player says “I don't know what to do”? And how can the GM avoid having to invent what happens next from nothing?

How can we play far from ourselves?​

How can someone act from a culture, subjectivity, or cosmology they cannot spontaneously inhabit without reducing it to their own categories?

What does a universe do to imagination?​

Does a universe only provide things to imagine, or can it transform the very way a person imagines?

What still makes a role-playing game?​

What do we discover when we remove, move, or replace historical components such as the GM, dice, the individual character, spoken play, or a prepared scenario?

These questions overlap.

That is desirable.

A question is not a box meant to contain one part of Resonance. It is a place from which the research can start again.