Review: Ship of Theseus

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Introduction:

On the 2nd of September, I participated as a player in a game titled “Ship of Theseus.” It is a live-action roleplaying game with a primary focus on player interaction and conversation. In this game, there were seven participants, including the Facilitator Olivia Montoya known as Metaparadox and it took place over four hours.

The game’s narrative revolves around the journeys of characters undergoing a profound transformation. Their biological bodies are gradually being replaced entirely with advanced technology.

The game is structured into two main phases: the initial phase involves world-building and character creation, while the subsequent phase consists of five group therapy sessions. During these sessions, the characters engage in discussions about recent developments in their transformation and explore profound philosophical concepts such as the essence of humanity and whether they retain a sense of self, or “soul.”

Synopsis:

Metaparadox initiated the session by discussing safety tools, and we had previously received a Lines and Veils document. We engaged in a conversation about bleed and its manifestations in a game like this, which I found particularly valuable. Given the character-driven nature of the game, the boundaries between player and character can easily blur.

We established our game world—a floating mega-city in the sea, pronounced “meh-gah-sih-ti.” This project was accessible to only a select few, and while some had undergone the process previously, it remained relatively new and exclusive. Our characters entered into a form of indentured servitude within the city, in exchange for the gift of immortality and technological enhancement.

Each of us selected our top three archetypes from a provided list. I was assigned “The Explorer,” a character intrigued by body transformation, whether it be at will or permanently. I chose to portray Aro Gwyll, who had embarked on a lifelong journey of self-transformation and body modification. They were adorned with tattoos, piercings, and extensive body modifications, with the nanotech project serving as the next step in their evolution. Playing this character allowed me to explore a perspective quite different from my own, and I enjoyed discovering Aro’s voice and personality throughout the game.

We progressed through the game, participating in five group therapy sessions. Before each session, we received new abilities and drawbacks resulting from our transformations. Metaparadox introduced an engaging and unique approach, having us turn off and then on our cameras as though we were entering the room in character. While I didn’t experience telepathy until later in the game and didn’t have the chance to communicate telepathically, others did. Interestingly, I only realized the impact of their telepathy after the game, as I had no prior knowledge that it was occurring.

If I could spend my Saturday evenings engaging in discussions about metaphysics, humanity’s nature, and the soul within the context of a detached, futuristic science-fiction world, I would be genuinely delighted. This was my first experience with this type of game, where the focus lies solely on the thoughts and emotions of characters navigating a transformation together. Metaparadox has crafted something truly unique, enjoyable, and enlightening. I would eagerly revisit this experience in different settings with diverse characters.

As the game unfolded, each player introduced aspects of their archetype, allowing us to delve deeper into our characters. Some characters underwent profound changes, even choosing to become featureless, while others embraced a gentler and slower transformation. Along the way, we explored a wide range of philosophical topics. I appreciated that Metaparadox refrained from injecting their ideas into our discussions and allowed the group to explore these concepts organically.

If I could offer one critique, it would be that we received our new abilities and had time to consider them before the session, but the initial focus of each session was a philosophical discussion. It occasionally felt like a missed opportunity not to discuss our abilities with the group before diving into these topics. However, we often seamlessly incorporated our new abilities into the discussions.

One memorable narrative moment for me was a character’s decision to turn off their camera, signifying their departure from a human appearance. Additionally, the portrayal of the “tech bro” archetype in this world was skillfully executed.

By the session’s conclusion, one character chose to halt their transformation just before completion, while another character who had been eager to finish their transformation found themselves adrift without purpose once it was done. Overall, each player convincingly portrayed their characters, blurring the lines between player and character, making it a delightful experience to witness their development.

At the end of the session, Metaparadox guided us in a discussion that allowed us to separate from our characters. I must commend the careful handling of potential negative bleed.

“Ship of Theseus” is currently in testing and development by Metaparadox, with a promising future release. I look forward to the continued testing and eagerly anticipate its publication.

Credits:

System: Ship of Theseus

Creator: Olivia Montoya (Metaparadox)

https://metaparadox.itch.io

https://www.oliviamontoya.com

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One response to “Review: Ship of Theseus”

  1. Randomless Roundup #0 – Randomless Renaissance avatar

    […] Ship of Theseus by Olivia Montoya – I wrote a review of this game here. […]

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