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.