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.
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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.
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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.)
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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.
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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.
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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 They tried to cling to this outdated notion of a culture that didn't really exist, and then project that idea outward in a quest for power.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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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~
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Well today's awful tabletop RPG discourse has turned to my ol' favorite, #DarkSun, so it behooves me to speak a little on this topic.
Someone out there decided to run a Kickstarter for a 5e game that's a knock-off of DARK SUN, but...
(cw later in thread for brutality)
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... they seem to think that it's a win to just lean right into everything terrible and unironically embrace outdated gaming conceits like bioessentialism and cultural ethical relativism. This is... a bad choice on many levels, so lemme break it down.
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For the broad swath of groups out there, RPGs are an entertainment activity. You play them for fun. They're also a social outlet. You play them with your friends.
DARK SUN and its relatives are RPGs like any other, and they fit into this mold. It's a social game.
After a comment on @monkeyking's post about D&D writin', I mentioned #DarkSun and #Planescape, and this seems as good a time as any to ruminate a bit on some thoughts for making interesting Planescape adventures.
A thread of... who knows what!
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Planescape's D&D with a side dish of philosophy. The core game drives you into conflicts via the Factions, each of which has some Thoughts about the nature of reality, the cosmos, and our relation to it.
This is important enough to affect your character!
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Since you pick a Faction affiliation—or you don't, and that, too, has consequences—and it gives you a mechanical alteration to your character, the game tells ya right up front that this is supposed to be central to the kinds of things that you do in play.
In the past I've had extraordinarily bad luck with dice in gaming, so much so that it's statistically noticeable. What this usually translates into is "You don't get to play the game, sorry." 2/
Your character died three times in a row, immediately being killed after being restored each time? Sorry, you don't get to play.
Your character failed every roll for the initial social scene and now you can't participate in any following social scenes? Sorry... 3/
Wondering why all the social media sites were able to suddenly swoop in with a banhammer on all the fascists, when they dragged their feet for so long that it wasn't until there was a violent attempted coup that they did anything?
(A thread)
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You may use social media to connect with friends, chat, share pictures, and join events, all for free, but those companies have to make money somehow. They have employees and investors to pay! So where do they get the money?
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You're the product. Social media sites are selling "you" to their advertisers and partners. When you read something, click on something, reply to something, buy something, they record it. They develop a profile of you, automatically, by tracking everything you do.
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Been playing a lot of cyberpunk recently—no, not that one, the #Shadowrun kind! (Specifically Dragonfall, which I tried to play back when it came out, but I kept dying in the tutorial.)
Shadowrun does some things really well that are good design ideas...
(A thread.)
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Like most cyberpunk genre media, in Shadowrun, megacorporations have global reach and influence. The game books include top-ten lists of the largest, wealthiest, most influential corporations, and ideas about what they do and what kinds of cutting-edge research they sponsor.
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Shadowrun lays out the corporations for you, giving them names, chairpeople, and agendas. This makes it really easy for you, as a GM, to figure out missions that involve them. It also does worldbuilding for you: These organizations exist, they have logos and goals.
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On my prior thread about #cyberpunk, some people asked if you can't just enjoy the aesthetic of cyborgs and neon without the revolutionary elements. The answer is no, so let's explore how the aesthetic of cyberpunk is tied into dystopia and rebellion!
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Cyberpunk aesthetics owe some debts to earlier art forms, both from the punk movement and from underground and futuristic art, like that explored in 𝘔𝘦𝘵𝘢𝘭 𝘏𝘶𝘳𝘭𝘢𝘯𝘵. (𝘏𝘦𝘢𝘷𝘺 𝘔𝘦𝘵𝘢𝘭 magazine for yanks.)
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The granddaddy fiction of cyberpunk, 𝘕𝘦𝘶𝘳𝘰𝘮𝘢𝘯𝘤𝘦𝘳, commonly describes the world in its dismal tones, its popping lights, and its toxins and waste. The cyberpunk world is one in which even air is a commodity, because everything's polluted.