The Last Time (Not The Last Time)
RPG system: LARP
Participants: 2 players
|✏️||Kristen McFadyen Patten|
Finding your soulmate doesn’t guarantee a happy ending. Two friends met in college, got married and invented time-travel together, only to discover that it didn’t work quite as they had theorized, and that they hadn’t predicted the strain that time-travel would put on their relationship. How do you build a life together when one partner is always leaving the present to visit the other partner’s past, while the other has to care for their unconscious body until they return? What kind of relationship can two people have when they experience the same events out of sync, and their relative ages change with context? How do you share the excitement of time-travel when anything you tell each other could change the timeline? Who are you, if time-travel can influence the past experiences that shaped your identity?
Now a visit to the future offers one partner the opportunity for a final conversation, and the other an opportunity to gain insight from someone who knows the future as well as the past. For each, this is a unique opportunity for long kept secrets to come to light and conflicting perspectives to be shared--but will greater understanding lead to the healing of old wounds or to new pain? With the past timeline at risk, is it wiser confess or to leave some secrets unspoken?
The time-travel premise of the game, but not the specifics of setting or characters, is drawn from the novel The Time Traveler’s Wife by Audrey Niffenegger.
This is a relationship-focused game for two players, focused on themes of secrets and misunderstandings, agency and constraint, love, loyalty and the meaning of partnership. It is a story about imperfect people who sincerely love each other but have a sometimes dysfunctional relationship, trying to make the best of a problematic situation while not always handling their own emotional baggage well. While the characters are concerned with issues of causality and the potential for time-travel to change the past, the game is not about solving the puzzle/figuring out the correct actions to achieve a desired outcome.
|Intercon U (2022)|