0 (cont.):
Building on the proposition of the empty room as an intermonadic space, we can look to how the boundaries between player character monads ("PCs") and non-player character monads ("NPCs") can become permeable and blurred during moments of immersive gameplay.
In highly collaborative episodes of co-created narrative, NPCs may transcend their design as foil constructs and manifest as quasi-autonomous perspectival centers. No longer mere tools for PC actualization, they exhibit capabilities for intricate relationships, motivations, and dramatic agency.
Likewise, as gameplay facilitates deep exploration of a PC's inner conflicts, the external world itself - including weather, landscapes, political systems - may take on character foils' provocative, crystallizing influence in signaling the PC's own subjective struggle.
Even a PC's virtues, flaws, drives and latent potentials could be personified and embodied in NPC relationships as the user explores nuances of their imagined identity. Their very inner monadic nature is exteriorized and made relational.
In this way, the roles of PC and NPC superpenetrate and inform each other. Just as the empty room is an intermonadic space, so too do PC and NPC dissolve into co-creative instruments for collective illumination. The tabletop stage comes to life through their interbeing.