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RPGing via Billy Bragg?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8801650" data-attributes="member: 82106"><p>Right, within the crew, and at the interface of the crew with the milieu there is a pretty rich texture. The things you mostly mentioned above are stuff that is on Takeo's character sheet, but there's also some crossbleed there, and it has pretty large significance (friend vs cohort for example) and just the general tier of the PC being the same as the crew. The relation of the crew as a whole to the other factions in the game is, mechanically, a bit simpler, but there are a number of tools in place to give it greater texture where that makes sense, clocks, reputation keywords, faction keywords, and the specifics of who controls which claims. The totality of relations between all the factions and each other also exists in the fiction, though mostly its left to play, but each of the stock factions does list a few friends and foes. A good example of using that was the other day when I pointed out that The Hive was going to put its finger on us (in the form of the Crime Boss mechanic, demanding a LARGE cut of our take on the last score). I reasoned this would be a logical option simply based on skimming through the various factions and noting that they are the heavies in our crew's home turf, don't like the sorts of arcane hijinks we've been up to, and also seem to be hostile to at least one of our allies. Their description makes me think of them as a fairly 'status quo' group (they're powerful and derive their influence from their involvement in trade). The Wandering Souls OTOH are definitely out there 'breaking things'! I'd note however that there's no formal 'social structure' implied in a mechanical sense, particularly. I kind of drew that myself by thinking "how would rich merchants relate to lower class orphans turned power seekers?" Well, its pretty much 99% likely IMHO that in ANY society that would signal likely conflict! The merchants have much to lose and chaos is not good for business. </p><p></p><p>But I could see a game with a system that codified that in a more formal way. I would expect such a game would probably be focused more narrowly on social issues, maybe in a bit more realistic milieu than Doskvol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8801650, member: 82106"] Right, within the crew, and at the interface of the crew with the milieu there is a pretty rich texture. The things you mostly mentioned above are stuff that is on Takeo's character sheet, but there's also some crossbleed there, and it has pretty large significance (friend vs cohort for example) and just the general tier of the PC being the same as the crew. The relation of the crew as a whole to the other factions in the game is, mechanically, a bit simpler, but there are a number of tools in place to give it greater texture where that makes sense, clocks, reputation keywords, faction keywords, and the specifics of who controls which claims. The totality of relations between all the factions and each other also exists in the fiction, though mostly its left to play, but each of the stock factions does list a few friends and foes. A good example of using that was the other day when I pointed out that The Hive was going to put its finger on us (in the form of the Crime Boss mechanic, demanding a LARGE cut of our take on the last score). I reasoned this would be a logical option simply based on skimming through the various factions and noting that they are the heavies in our crew's home turf, don't like the sorts of arcane hijinks we've been up to, and also seem to be hostile to at least one of our allies. Their description makes me think of them as a fairly 'status quo' group (they're powerful and derive their influence from their involvement in trade). The Wandering Souls OTOH are definitely out there 'breaking things'! I'd note however that there's no formal 'social structure' implied in a mechanical sense, particularly. I kind of drew that myself by thinking "how would rich merchants relate to lower class orphans turned power seekers?" Well, its pretty much 99% likely IMHO that in ANY society that would signal likely conflict! The merchants have much to lose and chaos is not good for business. But I could see a game with a system that codified that in a more formal way. I would expect such a game would probably be focused more narrowly on social issues, maybe in a bit more realistic milieu than Doskvol. [/QUOTE]
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