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Random ZEITGEIST idea, not even half-formed. Seeking opinions.
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<blockquote data-quote="arkwright" data-source="post: 9501043" data-attributes="member: 6925177"><p>It's a neat idea, I've done a fair bit of it myself. 'Here is a society, here are its problems, quest to resolve them.' The idea gets stronger the better your understanding of politics, of history, of how culture and economics and everything else IRL interacts to create the injustices and inefficiencies that we experience each day, and the ongoing organisational effort of good-hearted people throughout the millennia to help everyone in the present and the future. </p><p></p><p>It's not something many adventures grapple with, in order to avoid introducing politics and potentially dividing the table.</p><p></p><p>An advantage we have with TTRPGs is that, particularly at mid to high levels, the PCs are superhuman; not only superhumanly strong, but superhuman intelligent, wise and charismatic. Not to say that they can be philosopher-king-tyrants, more that it can be useful for justifying how so few can create such change in such a short span.</p><p></p><p>These adventures would definitely be all the stronger if they support multiple resolution paths, as I'm sure you can imagine. Perhaps the PCs try to enact economic integration, or form a cultural and military alliance with a neighbour, or remove a corrupt priestly class. Also stronger if you can include your social justice reading to provide GMs a few academic theories and principles about creating change, and how people in the world respond.</p><p></p><p>Lanjyr could be a neat setting for this. Both as a means to expand on opportunities in the previous AP, and because the pseudo-pre WWI setting is ripe for change. Because I think Lanjyr is a nice balance of offering realistic and deep complexity, while having simple national principles and features that players can easily engage with.</p><p></p><p>There'll need to be advice to avoid the players lapsing into OOC red-versus-green arguments. For noting sensitivities, for people who might find these political subjects quite distressing. And a few 'baby's first fascism/police state warning signs' to help parties avoid running something they'll regret in years to come (though, well, running this as an evil adventure has its own appeals.)</p><p></p><p>Would it motivate players to go out and do good in the real world? I'd like to think Star Trek did, I'd like to think this could as well.</p></blockquote><p></p>
[QUOTE="arkwright, post: 9501043, member: 6925177"] It's a neat idea, I've done a fair bit of it myself. 'Here is a society, here are its problems, quest to resolve them.' The idea gets stronger the better your understanding of politics, of history, of how culture and economics and everything else IRL interacts to create the injustices and inefficiencies that we experience each day, and the ongoing organisational effort of good-hearted people throughout the millennia to help everyone in the present and the future. It's not something many adventures grapple with, in order to avoid introducing politics and potentially dividing the table. An advantage we have with TTRPGs is that, particularly at mid to high levels, the PCs are superhuman; not only superhumanly strong, but superhuman intelligent, wise and charismatic. Not to say that they can be philosopher-king-tyrants, more that it can be useful for justifying how so few can create such change in such a short span. These adventures would definitely be all the stronger if they support multiple resolution paths, as I'm sure you can imagine. Perhaps the PCs try to enact economic integration, or form a cultural and military alliance with a neighbour, or remove a corrupt priestly class. Also stronger if you can include your social justice reading to provide GMs a few academic theories and principles about creating change, and how people in the world respond. Lanjyr could be a neat setting for this. Both as a means to expand on opportunities in the previous AP, and because the pseudo-pre WWI setting is ripe for change. Because I think Lanjyr is a nice balance of offering realistic and deep complexity, while having simple national principles and features that players can easily engage with. There'll need to be advice to avoid the players lapsing into OOC red-versus-green arguments. For noting sensitivities, for people who might find these political subjects quite distressing. And a few 'baby's first fascism/police state warning signs' to help parties avoid running something they'll regret in years to come (though, well, running this as an evil adventure has its own appeals.) Would it motivate players to go out and do good in the real world? I'd like to think Star Trek did, I'd like to think this could as well. [/QUOTE]
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