TRANSMISSION 01 / LISTENCON 2035

What will
echo after
the game?

The Resonants is a collaborative story game about listening. Enter its world, examine the choices that make it work, then tune those choices into a game of your own.

Players
2–5 + facilitator
Time
90–100 minutes
Mode
Collaborative story

ABOUT THE GAME / ORIENTATION

A game about
how we listen.

The Resonants is a 90–100-minute collaborative story game for two to five players and a facilitator. Players become speculative listening professionals invited to ListenCon 2035, where communication with animals, objects, and the natural world has become ordinary—but maintaining meaningful attention has become difficult. Working in character, the group creates an “Echo Frame”: guidance for The Pause, an annual day devoted to intentional listening.

The game moves through timed creative prompts involving sound, song, images, and dissonance. Character perspectives, artifacts, limits, and safety tools shape each contribution to the shared frame. It ends with a question imagined by an eight-year-old in 2035, followed by an out-of-character debrief about what challenged the group, what will continue to echo, and what might be remixed for another setting.

WHY THIS GAME?

When communication is abundant, attention becomes a practice.

The fiction creates enough distance to examine how we listen now—and enough freedom to imagine how listening could change.

Players
2–5 plus one facilitator
Duration
90–100 minutes
Goal
Build one shared Echo Frame
Win condition
There isn’t one—meaning is made together

THE GAME / 01

Welcome to
ListenCon 2035

Sound is abundant. Shoes diagnose imbalance. Trees ask for nutrients. Communication has no edge—and attention has become a practice worth protecting.

ARCHIVE FOOTAGE01:11

THE PLAY LOOP

Four moves. One shared signal.

Each phase changes what the team listens through—and what listening can reveal.

  1. 00

    5 MIN

    Build the soundscape

    Invent the sounds of 2035. Notice what emerged, survived, or disappeared.

    IMAGINE
  2. 01

    10 MIN

    Guide through song

    Use a selected song to shape the first layer of the Echo Frame.

    INTERPRET
  3. 02

    10 MIN

    Listen through viewing

    Respond to an image and create at least two questions for visual listening.

    QUESTION
  4. 03

    FINAL PHASE

    Hear the dissonance

    Contrast at least five sounds from the past and 2035. Name why the tension matters.

    CONNECT

THE FINAL MOVE

Imagine an eight-year-old in 2035 learning about older ways of listening. What one question do they bring to an adult?

HOW TO PLAY / 02

Four steps to
an Echo Frame.

The full game contains richer prompts and timed phases. This is the signal path—the simple sequence players travel from preparation to reflection.

  1. 01

    Become a Resonant

    Draw a character, complete its prompts, and share your lines and veils.

  2. 02

    Build the world

    Imagine the sounds of 2035 and introduce yourself through your character’s listening practice.

  3. 03

    Create the frame

    Respond to a song, an image, and contrasting sounds. Add guidance to one shared artifact.

  4. 04

    Ask what echoes

    End with a child’s question from 2035, step out of character, and debrief together.

THE CAST / DRAW ONE

A role is a
listening lens.

Each role gives a player a point of view, prompts to complete, a relationship to another role, and a phrase that nudges performance. Select a card to read it closely.

ANATOMY / 03

Every game
has organs.

A game is not only its theme. It is a system of permissions, pressures, actions, and consequences. Tap each part to see what it does inside The Resonants.

WORLD / WHY IT MATTERS

The fiction makes the familiar strange.

Moving listening into 2035 creates distance from everyday habits. Talking trees and diagnostic shoes let players question attention without beginning in abstraction.

DESIGN EFFECT

A speculative world turns reflection into discovery.

REMIX LAB / 04

Change the parts.
Retune the experience.

Start with intention, not decoration. These three questions move from what players do, to how rules feel, to what your remix will transform.

YOUR SIGNAL
0 / 3
01 What are players doing again and again?

Name the verbs in your core loop. Repetition tells players what matters.

02 How should the constraints make play feel?

Time, roles, resources, and safety tools shape emotion—not just difficulty.

03 What changes—and what must stay true?

Swap a setting, role, artifact, rule, or ending. Keep the experience you care about.

KEEP LISTENING

Ready to enter
the original game?

Character card