I first had the idea for the basic concept of a game on a gm screen when Reizor was talking about player screens at TableTopCon. She described them as (to paraphrase and massively oversimplify) equalizing the power between player and gm.
This idea really intrigued me and I had an concept: what if there was a screen where information wasn't limited to one person, but rather each player had access to different information and the goal was to work together each utilizing that different information.
It was then that I remembered something that had happened to me several years ago. I was at a wedding in Denmark and had been sat next to a Norwegian friend with the assumption she could translate for us both. Anyone familiar with the nuances and differences between Norwegian and Danish knows that's a tall order. Luckily a Danish friend stepped in, crouching between us at the table to translate.
I'm forever grateful to this friend, especially because she didn't have access to the speeches beforehand. She was literally translating the speech, line-by-line, on the fly. Remembering this gave me an idea: what if I adapted that into a game using a gm screen? In some ways, having each player looking at each other whilst also each having access to their own information is perfect for this game.
It highlights the connections between each player and how they can be formed despite the language barrier. It gets players thinking about the nuances of translation, how to communicate the feel of something rather than a word-for-word translation.
Sure, you can directly translate a speech word for word, but would that get across the wordplay, the jokes and the central themes? Would it be coherent in it's meaning? Or do you attempt to take a more nebulous approach? Is that speech still the same speech at the end?
All of these questions are things I try to explore in To Speak In A Strange Wedding, if any of this ramblings appeal please check it out.