Been thinking a bit about #Fallout lately and how we used the imagery of '50s Americana to underscore the failures of a system predicated on the "glory days" of an America that never was, that never grappled with its underlying problems.
1/
I don't think anyone on the team figured that we'd see a literal real-world MAGA movement based on the notion of uncompromisingly embracing the bigotry and imperialism of Americana. Shows that Fallout did strike a very real chord about jingoism and nationalism, though.
2/
From the very beginning, Fallout portrayed a world in which people succumbed to greed and fear. Instead of cooperating to solve their problems—which were solvable—they relied on violence, alienation, and ultimately, war. (Never changes.)
3/
The struggle to hang on to the past is a recurring theme in Fallout. When the bombs drop in 2077, the U.S. is still deep in the aesthetic grip of the 1950s. Nuclear families (literally and figuratively), happy consumers, pretend-everything-is-great-as-the-world-ends.
4/
Of course, the world didn't end. It just got different.
That's an important take-away from Fallout. The world changes. Society moves on. People become different. Culture morphs, "normal" is a moving target.
5/
In Fallout, people couldn't move forward. They tried to cling to this outdated notion of a culture that didn't really exist, and then project that idea outward in a quest for power. They tried to force the world into their fake mold. Of course it was doomed to failure.
6/
We see this reflected in our culture struggles today, between folks who think that they can reclaim a fictional past when things were imagined to be great, versus people who lived through the bad elements of that past (and present) and can't let that happen again.
7/
Even the ending of the original Fallout reflects this. You live in a technological shelter that is a crumbling remnant of the old world, and after you experience the world outside, you can't go return. You can't turn back that clock.
8/
The folks looking back have an image in their heads of what the world was "supposed to be" and they will sell that image with billboards, advertisements, magazines, products. They will project it with force, pushing their "right" way on everyone by killing any who don't fit.
9/
These are the same folks who can't imagine why non-white or non-straight people are distressed. In many cases they can't even imagine these people existing. Their fantasy world is one where anyone who isn't like them, who makes them uncomfortable, doesn't exist.
10/
In Fallout, these prejudices are often reflected in attitudes toward ghouls, mutants and synths. But this is a common sci-fi/fantasy turn: Use a fantastical person as a stand-in to explore the social issues faced by real people.
11/
One of the greatest failures of the Powers That Be in the Fallout world was the failure of imagination. They couldn't imagine a world that was different from the status quo. They were so afraid of change that they blew everything up rather than try something different.
12/
They refused to see the world the way that it was. They refused to acknowledge their problems, their hatreds, their weaknesses, and their prejudices. And this refusal to acknowledge the reality of the situation led to their demise.
13/
But Fallout, like other sci-fi/sci-fantasy, contains a seed of hope. There is a tomorrow. The world does go on. People do survive.
To survive, you need to embrace that change. Live for tomorrow, not yesterday.
14/
You can't survive by forcing the world to be a fiction that it never was. You have to accept that the world is more colorful, more queer, more exciting than that.
It's not all safe and familiar and predictable. Where would be the fun in that?
~Fin~
• • •
Missing some Tweet in this thread? You can try to
force a refresh
There's a curious challenge that Star Trek, as a property, always has to navigate: The fact that it's trying to provide uplifting or moral messages, and does so by showing what idealized people who've got things figured out do when confronted with moral dilemmas...
(thread)
1/
... but at the same time, it's entertainment, a show and other media made for people in our modern era, so it needs to be relatable in some way. And of course people in the 23rd+ century may be better, but they aren't perfect.
2/
One effect of this is that Star Trek shows often provide some sort of solution, frequently technological, that deals with a common problem. In Trek they can fix a wide range of diseases, engineering problems, and social ills that we can't fix today...
3/
Back in 2000 I was working at White Wolf and something weird happened. WotC announced the release of 3rd edition D&D, along with the original OGL, making it possible for third-party creators to release D&D books...
(short thread)
1/
... and the boss at White Wolf, @stevewieck, realized that there was an opportunity. WotC had shown their hand with their book release schedule and there was a short window during which D&D 3e would be out, but the Monster Manual wouldn't have arrived yet.
2/
Well for most groups, how do you play D&D without monsters? Steve and the White Wolf production team pushed out the schedule by a month and the entire design department started working on monsters for what became the Creature Collection.
I guess now a thread about worldbuilding and how it's part of the production of RPGs? Not "how to build a world," but "how RPGs generate worldbuilding in ways that other media often don't and why this matters."
(Relevant to Certain Other Things)
1/
In a broad-scope RPG like #DnD or Green Ronin's #Threefold or #Shadowrun or the #WoD you have a big world with a lot going on, specifically so that game groups can grab hooks that resonate with them and then build their own game sessions in ways that interest them.
2/
Some indie RPGs are very narrow in scope—you're climbing a mountain to kill a witch, or writing a journal of a thousand-year-old vampire, and that's all the game does. Big world games instead say "You figure out what your group likes in this world, here are a million hooks."
3/
And now, a #DnD thread about the evolution of D&D's thematic adventure focus, how the shift in the fiction shifted the rules, and how #Dragonlance was a major contributor to that slow change. (h/t @WeisMargaret, @boymonster, @trhickman)
1/
Early D&D drew many inspirations from swords & sorcery and low fantasy. While many people cite Tolkien's 𝘓𝘰𝘳𝘥 𝘰𝘧 𝘵𝘩𝘦 𝘙𝘪𝘯𝘨𝘴 as a major influence, it's clear that D&D owes a lot to other fantasy stories cited in the 1e AD&D DMG's famous Appendix N.
2/
Thing is, many of these low fantasy stories, like the Conan saga, the Lankhmar series by Fritz Leiber, Moorcock's Elric stories, and of course Vance's Dying Earth, feature protagonists who are not really... heroes. They are scoundrels, antiheroes, heroes-by-happenstance.
Unless M*sk figures out a way to make money out of a $44bn Twitter disaster, he's going to start looking for increasingly fringe ways to make money to pay the interest on the loans for it. Things like...
1/
* Porn, gambling, all the "vice" stuff that gives conservatives the vapors—and look for him trying to leverage Paypal connections to try to find some way to sidestep the payment restrictions imposed by credit card companies
2/
* Selling user data perniciously to anyone who'll give him $$$—full disclosure, all your tracking, likes, purchase habits, giant metadata clouds (assuming the engineers who are competent to do this don't quit first)
3/
Back in the '90s, when I worked at White Wolf, we were deep in setting lore. Every year, the overall plot for all of the games in the World of Darkness marched forward. Twisted conspiracies turned, influencers shifted sides, new factions emerged.
D&D and even Shadowrun did the same: There was a story, it advanced through the books, the world changed and characters grew, died, or discovered new additions to the game.
This eventually led to a phenomenon of "setting mastery": Players deeply enmeshed in the lore of a game would use their knowledge of the world to manipulate the game to their advantage. (This was a problem in large-scale organized games where players competed.)