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RE: (TFT) Politics ramblings


I'm thoroughly confused as to what you're trying to do.

Are you trying to come up with a game or adventure or game-mechanic that
mirrors RL politics?  Or are you making some comment on politics in general
and just happening to use "gamer-speak" as your focus?  Or something else?

> Date: Thu, 7 Jun 2012 20:35:02 -0700
> Subject: Re: (TFT) Politics ramblings
> From: maou.tsaou@gmail.com
> To: tft@brainiac.com
> On Thu, Jun 7, 2012 at 2:27 PM, Todd Archer wrote:
> > Do you really believe all this?
> >
> >
> Believe is a strong term.
> ...
> This is a weird area.
> If you have any influences, ideas, or <shudders> beliefs they show strongly
> here.
> I'm as guilty as any there.
> Were this not a total solo project I wouldn't bleed through so much but I
> can only grasp a subject like this through what I think I know.
> Ich weiss das Ich nicht weiss, but that's no reason not to try
> A game-world says a whole bunch about its creator.
> A game-system should allow for robust builds of game-worlds that the system
> creator may not personally care for.
> Not a very sane making view to try and hash through in public.
> I'm also at a point where I'm feeling out an actual production of a
> real-world product.
> Demographics suggest that I may have a target audience a generation behind
> me and stories of revolution against an unjust system might get a little
> play here.
> Lord knows they seem to have the time ahead of them.
> If the thing is going to be a system then my personal views on politics
> can't be the arbiter but rather a person picking it up should be able to
> express their own personal crazy without influence from my own.
> But to define the bat%^($ crazy I suffer under more concretely I'll say
> that fundamentally I do believe that core social systems are as made up as
> any other fantasy at the root.
> A dollar isn't scientific, it's a story.
> I'm not trying to force my version of a dollar on the system but would
> prefer to be able to allow currency conceptions that meet the minimum
> functions of a unit of transaction according to the GM's ideas.
> And flaws in those ideas are actually interesting play opps that can
> improve with playtesting.
> Because of my building stuff I usually start general play in small frontier
> villages.
> I encourage building by providing next to no services in town.
> If the players want a jail then they have to build it and their dream
> concept of the perfect cell will probably have to be paired down to a point
> that makes things interesting enough to paranoid them out.
> Fair is to give them a cost/time/material set of choices to build with that
> allow the players the rope to hang themselves with, or not, by their own
> choice.
> You should be able to build a response to my game-world showing better
> alternatives for my silly assumptions rather than forced into my worldview.
> I'm trying to get to a place that is considering all possible options not
> trying to convert anybody.
> It's just a weird subject.
> =====
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