Documenta 0: The Broadsheet 

A theatrical game and archive based on the history of
Caliban and the Witch (Silvia Federici); Discipline and Punish (Micheal Foucault), using thinking and system of game, participatory performance, and editorial design method.



Concept:
           introduction

           structure of game
           story
           behind the story



Elements and Design:
           game board and visuals
           online archive


Chacters Overview
   
       Merchant
           Blacksmith
           Herbalist
           Brewer
           Psychic



    


    Concept of the project

    intro



    Project statement:

    intention

    Documenta 0: The Broadsheet contains two modes: the gameplay interactive board as improvising epitomes of history and weaving stories; the archive, where riso-graph prints illustrate excerpt of history and research. This boardgame within a book design in documentation reflects what we discovered during the research process: “archive is not merely preserving, but written by authority that can be erased, manipulated, or emphasized.” 

    This project is not only a theatrical game that players can grasp on to the pattern and rhythms to collect and reflect on information, but also a playable script that provoke individual’s immersive interpretation of “truth and justice.” Through interactions, players decide how and why to utilize strategies.  

    The process of piecing together a unilateral truth, working for “collective truth”, or accusing the innocent to protect themselves, all point towards the concept: truth is never singular, responsibility is layered, and when fear, unsureness, and economic interests intertwine, truth becomes distorted into rumors and victims are manufactured. 

    The non-linear exploration reflects on: How objective truth, responsibility, and justice under the system of authority becomes situational? Who defines truth, and by what power is truth determined and balanced against individual survival? How is truth ‘found’?  and “What lies underneath the surface of ‘human interactions’?” 

    Truth are re-told by clues. “The final truth was never hidden. What the flames burned away was your chance to see it.”



    Epitomes: 
    The players improvised a possible epitomes of a micro history.

    With each decision, interaction, movement, speech, and reasoning, the players reappear an epitomes that reflect and define their own pursuit of the ‘objective justice’ of their characters and themselves.

    How players decide to tell the story and present evidence and archive the story that is writing during the process.

    These historical tragedies were not born from irrational and primitive brutality, but from the logic of modern instrumental reason. They point not only to the past, but also they warn us that systemized violence, propaganda, and epistemic injustice happens any time.



    High-level questions:
    non-binary truth and moral decision/definition of justice

    There are two layers, except the high-level questions reflects by the historical story, 
    This game reflects on: 

    How objective truth and justice under the system of authority or discipline becomes situational?
    Who defines truth, and by what power is that truth determined and balanced against individual survival?
    How is truth ‘found’? 
     













    Helen x Pong