Thanks so much for this! I like the mix of questions inviting you to develop your character, versus those more focused on the Ideal and the ecosystem of the island. And I like the theme of interspecies flourishing. Some of the questions I especially liked included:
What did somebody say to you that made you feel welcome in the Ideal?
Something living here seems to want to adopt you as a pet. What did you do that made you seem so approachable?
Describe what you created that makes you all feel better even though it has no practical use.
I have played For the Queen (once) and my group all had quite different experiences. One player struggled a bit because she felt like the game was aimed at fans of fantasy, and that she lacked the genre knowledge necessary to play properly. I wonder how that might apply to more exploratory games that seek to imagine new forms of living, games where by definition we all lack ‘genre knowledge’?
I suppose that is an overly stark way of putting it, and actually what is being accomplished in the Ideal — in terms of living in concert with nature, and perhaps also more just forms of social organization — is not actually completely new, just much rarer than it should be. That doesn’t make it any less significant or any less radical. So perhaps the challenge for the designer is to devise questions capable of gathering up that scattered, fragmentary and marginalized knowledge.
I wondered a bit about “leadership” in the prompts, and whether there could be one or two that nudged players to think about decision-making in the Ideal. E.g. “What strange democratic ritual have they adopted in the Ideal?” or something like that. I’m partly interested in that because it might open up new angles on the animals and plants too. I think making kin with the more-than-human must involve not just reverence for but also a kind of deliberation with the natural world.
Thanks again for this! I hope I get a chance to actually play it some time ;)