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RPGing via Billy Bragg?
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<blockquote data-quote="pemerton" data-source="post: 8804881" data-attributes="member: 42582"><p>I think it's interesting. I also think it reflects a certain approach to thinking about groups. For instance, imagine if instead of <em>leadership</em> we had <em>governance structure</em> - democratic voting, members-as-management (eg like some coops), plural voting of various forms (eg most for-profit corporations), autocratic (many organisations can look like this).</p><p></p><p>Another example: in our design of these rules, do we assume that leaders control groups, or groups control leaders?</p><p></p><p>I guess what I'm saying is that different sorts of group attributes reflect different approaches to the sociology of organisations/groups, and so a game might take different approaches depending on what it wants to say.</p><p></p><p>To come at the same idea from a slightly different angle: when we think about PC stats there's no "best list" - compare the well-known D&D list, to the slightly different Traveller list (no WIS or CHA, instead EDUcation and SOCial standing) or the very different In A Wicked Age list (For myself, For others, Direct, Covert, With violence, With love).</p><p></p><p>Just as changing the game attributes for an individual reflects a particular conception of <em>how this game conceives of people and what matters about them</em>, I think the same is true of organisations/groups.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8804881, member: 42582"] I think it's interesting. I also think it reflects a certain approach to thinking about groups. For instance, imagine if instead of [i]leadership[/i] we had [i]governance structure[/i] - democratic voting, members-as-management (eg like some coops), plural voting of various forms (eg most for-profit corporations), autocratic (many organisations can look like this). Another example: in our design of these rules, do we assume that leaders control groups, or groups control leaders? I guess what I'm saying is that different sorts of group attributes reflect different approaches to the sociology of organisations/groups, and so a game might take different approaches depending on what it wants to say. To come at the same idea from a slightly different angle: when we think about PC stats there's no "best list" - compare the well-known D&D list, to the slightly different Traveller list (no WIS or CHA, instead EDUcation and SOCial standing) or the very different In A Wicked Age list (For myself, For others, Direct, Covert, With violence, With love). Just as changing the game attributes for an individual reflects a particular conception of [i]how this game conceives of people and what matters about them[/i], I think the same is true of organisations/groups. [/QUOTE]
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