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How to colour the world in philosophy?
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<blockquote data-quote="arkwright" data-source="post: 8112802" data-attributes="member: 6925177"><p>Since your characters shy away from philosophical discussion, I would suggest focusing on two principles:</p><ol> <li data-xf-list-type="ol">Peoples' ideas are shaped by their own experiences</li> <li data-xf-list-type="ol">People try to develop ideas that influence other people</li> </ol><p>Principle 1 will help ground your NPCs' philosophies and give your players an easy hook to engaging with their ideas; understand the past events that shaped them, and make arguments about those past events to influence their ideas. Your war vet was shaped by his grueling war experiences, he could be swayed by a discussion about all the possible benefits of war (technological innovation, nationalism overriding partisanship) and the flaws of the surrender he proposes (a new generation of rebels against Tiefie rule).</p><p></p><p>Principle 2 will help your characters understand how leaders influence others, spending time and accumulating knowledge to develop better ideas/philosophies/manifestoes/policies and better control/shape their nation. A nation itself is an idea resulting from centuries of work. My PCs wanted to do something about poor factory-worker conditions and industrialist exploitation, and over the course of several books got NPC contacts in politics and academia to work on ideas and philosophies and policies to try and resolve those problems.</p></blockquote><p></p>
[QUOTE="arkwright, post: 8112802, member: 6925177"] Since your characters shy away from philosophical discussion, I would suggest focusing on two principles: [LIST=1] [*]Peoples' ideas are shaped by their own experiences [*]People try to develop ideas that influence other people [/LIST] Principle 1 will help ground your NPCs' philosophies and give your players an easy hook to engaging with their ideas; understand the past events that shaped them, and make arguments about those past events to influence their ideas. Your war vet was shaped by his grueling war experiences, he could be swayed by a discussion about all the possible benefits of war (technological innovation, nationalism overriding partisanship) and the flaws of the surrender he proposes (a new generation of rebels against Tiefie rule). Principle 2 will help your characters understand how leaders influence others, spending time and accumulating knowledge to develop better ideas/philosophies/manifestoes/policies and better control/shape their nation. A nation itself is an idea resulting from centuries of work. My PCs wanted to do something about poor factory-worker conditions and industrialist exploitation, and over the course of several books got NPC contacts in politics and academia to work on ideas and philosophies and policies to try and resolve those problems. [/QUOTE]
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