As a person, a player, and a TRPG creator, I'm quite hung up on the idea of sharing mutual interests, at both the cultural and inter-personal level. I'm also fascinated with the concept of permanence and leaving a indelible mark on the universe (though not quite as fervently as those other themes). Needless to say, the premise of this game challenges and frightens me, on an existential level.
The mechanics seem to replicate the current milieu, just a bit too closely (especially for someone struggling with the vagaries of internet access in a 'developing' economy): atomized individuals sending desperate messages into the void; distance enforced by circumstance; the heightened uncertainty of connecting with someone else.
The game seems to challenge players to reframe this involuntary solitude as a blessing; an opportunity for silent reflection. I'm willing to consider that perspective, as a player, even if it seems anathema to me, as a person.
On a more practical level, I like that the game has a definite structure: five transmissions, 30 minutes... it sets real-world constraints that mesh with the theme quite organically.
Of course, all of this is based on my impression of the rules-as-written. The actual play experience may well prove more satisfying (and less foreboding) than it seems, on 'paper'. Would definitely consider signing up for this at Session Zero con.
It's hard to express my gratitude for this thoughtful comment. It showed me a perspective that I haven't even thought of before - the notion that it reflects upon our instant-messaging age and lifestyle is a powerful thought. I feel like Speed of Light has been expanded by your ideas.
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As a person, a player, and a TRPG creator, I'm quite hung up on the idea of sharing mutual interests, at both the cultural and inter-personal level. I'm also fascinated with the concept of permanence and leaving a indelible mark on the universe (though not quite as fervently as those other themes). Needless to say, the premise of this game challenges and frightens me, on an existential level.
The mechanics seem to replicate the current milieu, just a bit too closely (especially for someone struggling with the vagaries of internet access in a 'developing' economy): atomized individuals sending desperate messages into the void; distance enforced by circumstance; the heightened uncertainty of connecting with someone else.
The game seems to challenge players to reframe this involuntary solitude as a blessing; an opportunity for silent reflection. I'm willing to consider that perspective, as a player, even if it seems anathema to me, as a person.
On a more practical level, I like that the game has a definite structure: five transmissions, 30 minutes... it sets real-world constraints that mesh with the theme quite organically.
Of course, all of this is based on my impression of the rules-as-written. The actual play experience may well prove more satisfying (and less foreboding) than it seems, on 'paper'. Would definitely consider signing up for this at Session Zero con.
It's hard to express my gratitude for this thoughtful comment. It showed me a perspective that I haven't even thought of before - the notion that it reflects upon our instant-messaging age and lifestyle is a powerful thought. I feel like Speed of Light has been expanded by your ideas.
Thank you.