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<blockquote data-quote="Blue Orange" data-source="post: 8794229" data-attributes="member: 7025997"><p>It probably says something not-good about me that when reading about Glorantha (the setting of Hero Wars), I only wanted to play a Lunar. (City boy. Really.)</p><p></p><p>There were real lower-class uprisings in history, even in medieval times--peasant revolts were pretty common, even though they always got put down. But...maybe not with your party in the way. What if the Diggers had had fireballs? (What if the king had?)</p><p></p><p>Overthrowing an oppressive regime is a pretty good arc for a campaign. You've even got mooks (the soldiers of the regime) and a climactic boss fight with either the monarch or the monster they summoned (or that's manipulating them) built in. Of course, for real socialist cred, you should have a chance to sway the mooks <em>to your side</em> rather than killing them, and maybe get double XP since it's more appropriate. (Advance further if you are using milestones.) If your players are into that, you can even roleplay trying to manage the revolution after they've won. (Lots of French revolutionaries wound up getting guillotined by their former comrades.)</p><p></p><p>You want mechanical consequences, though--the success of your rabble-rousing (from the 5e point of view, lots of Persuasion rolls and Charisma saves) could affect the number of allies you have in key set-piece battles, or the strength of your enemies. (There's going to be a lot of fighting going on, sooner or later.) You could easily expand the Inspiration mechanic to be given more frequently for inspiring speeches delivered in character, with plenty of opportunity for the frustrated actors in your group to ham it up. ("Comrades! Your enemy is not us, but the baron who pays you a few measly silvers out of his treasury!" [roll Persuasion with advantage]) I'm just thinking D&D here because that's what most people here play, of course...</p><p></p><p>Older game--Ray Winninger's <em>Underground</em> had you spending points to improve education levels and health, decrease crime rates, and other social determinants. If you tried to improve one thing, something else got worse unless you spent more XP (or whatever the equivalent was, it's been a while and I can't find the book now). First RPG I ever saw with rules for social change.</p><p></p><p>(Themes for conservative games could include suppressing dangerous radicals or any police procedural-themed game, really.)</p></blockquote><p></p>
[QUOTE="Blue Orange, post: 8794229, member: 7025997"] It probably says something not-good about me that when reading about Glorantha (the setting of Hero Wars), I only wanted to play a Lunar. (City boy. Really.) There were real lower-class uprisings in history, even in medieval times--peasant revolts were pretty common, even though they always got put down. But...maybe not with your party in the way. What if the Diggers had had fireballs? (What if the king had?) Overthrowing an oppressive regime is a pretty good arc for a campaign. You've even got mooks (the soldiers of the regime) and a climactic boss fight with either the monarch or the monster they summoned (or that's manipulating them) built in. Of course, for real socialist cred, you should have a chance to sway the mooks [I]to your side[/I] rather than killing them, and maybe get double XP since it's more appropriate. (Advance further if you are using milestones.) If your players are into that, you can even roleplay trying to manage the revolution after they've won. (Lots of French revolutionaries wound up getting guillotined by their former comrades.) You want mechanical consequences, though--the success of your rabble-rousing (from the 5e point of view, lots of Persuasion rolls and Charisma saves) could affect the number of allies you have in key set-piece battles, or the strength of your enemies. (There's going to be a lot of fighting going on, sooner or later.) You could easily expand the Inspiration mechanic to be given more frequently for inspiring speeches delivered in character, with plenty of opportunity for the frustrated actors in your group to ham it up. ("Comrades! Your enemy is not us, but the baron who pays you a few measly silvers out of his treasury!" [roll Persuasion with advantage]) I'm just thinking D&D here because that's what most people here play, of course... Older game--Ray Winninger's [I]Underground[/I] had you spending points to improve education levels and health, decrease crime rates, and other social determinants. If you tried to improve one thing, something else got worse unless you spent more XP (or whatever the equivalent was, it's been a while and I can't find the book now). First RPG I ever saw with rules for social change. (Themes for conservative games could include suppressing dangerous radicals or any police procedural-themed game, really.) [/QUOTE]
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