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RPGing via Billy Bragg?
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<blockquote data-quote="DrunkonDuty" data-source="post: 8799161" data-attributes="member: 54364"><p>Interesting to read about some systems that have some mechanisms for social realism built in. Before reading the thread I would have said "it's all campaign dependent."</p><p></p><p>I mean, it's still possible to inject socially weighty themes into any campaign. But it's cool that there's games with mechanics that encourage it.</p><p></p><p>In a western game I play using Hero System our group of drifters have wandered into a mining town that's got the full panoply of "tyrannical boss runs the company town like his personal fief." Everyone is (poorly) paid in company scrip to buy goods form the company store, a nascent union movement, threats and violence were used to buy out all the other local miners, etc. Even the ladies of negotiable affection have to accept company scrip. Our bunch are working on ways to screw with the boss; like stealing all the silver dollars we know he has squirreled away and giving them to the folks so they a way of getting out.</p><p></p><p>In a Star Wars game I'm playing with the same group we're "mercs and bounty hunters" yet somehow we always wind up helping the downtrodden.</p><p></p><p>The games I run usually have a certain amount of social weight going on, maybe just in the background. My current urban fantasy is centred on some very working class heroes in 1986 London. They're about to come against the (fictional) Bermondsey Embankment Renewal Authority who are attempting to do some hard core urban renewal on our heroes' neighbourhood. BERA is run by a pack of sloane rangers who are also vampires in the most unsubtle metaphor I could think of. Coincidentally, in the opening session of the game, set on NYE 1985, I actually named checked Billy Bragg.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8799161, member: 54364"] Interesting to read about some systems that have some mechanisms for social realism built in. Before reading the thread I would have said "it's all campaign dependent." I mean, it's still possible to inject socially weighty themes into any campaign. But it's cool that there's games with mechanics that encourage it. In a western game I play using Hero System our group of drifters have wandered into a mining town that's got the full panoply of "tyrannical boss runs the company town like his personal fief." Everyone is (poorly) paid in company scrip to buy goods form the company store, a nascent union movement, threats and violence were used to buy out all the other local miners, etc. Even the ladies of negotiable affection have to accept company scrip. Our bunch are working on ways to screw with the boss; like stealing all the silver dollars we know he has squirreled away and giving them to the folks so they a way of getting out. In a Star Wars game I'm playing with the same group we're "mercs and bounty hunters" yet somehow we always wind up helping the downtrodden. The games I run usually have a certain amount of social weight going on, maybe just in the background. My current urban fantasy is centred on some very working class heroes in 1986 London. They're about to come against the (fictional) Bermondsey Embankment Renewal Authority who are attempting to do some hard core urban renewal on our heroes' neighbourhood. BERA is run by a pack of sloane rangers who are also vampires in the most unsubtle metaphor I could think of. Coincidentally, in the opening session of the game, set on NYE 1985, I actually named checked Billy Bragg. [/QUOTE]
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