This month’s Symposium will be on the game Sunless Sea, with Pat leading the discussion. Quoting Pat:
Sunless Sea attempts to tell the story of a supernatural place through roguelike mechanics including frequent deaths and procedural placement of locations (and stories). The question I’d like to address is, in what ways do these roguelike/roguelite mechanics help the narrative project of the game, and in what ways do they hinder it?
We’re meeting at 8:30pm EDT / 5:30pm PDT, voice chat over Discord.