I was thinking about how so many of our tabletop rpgs are rooted in inherently capitalist assumptions even to the point of anachronism in the case of medieval fantasy settings. I wonder what a "leftist" tabletop game would look like or if one has already been made that I just haven't seen yet. Closest I can think of is Sigmata but that's more anti-fa than full on anarcho-communist.
Eclipse Phase shows anarchists and communists in a positive light, especially compared to the corporations in the game but I think I'd like to see, or I guess maybe make, a setting with the default assumption of an anarcho-communist structure. Maybe something Solar Punk
@hardcorenarrativist @redlila @Canageek Ribbon Drive is wonderful and quite experimental in, among other things, being a rare example of an #RPG deliberately not centered on conflict!
Dream Askew I've played in its draft/free version and it was already an excellent, very refined take on "everybody is on the same grounds" (#GMless or #GMfull) #RPGs. I can't wait to try out the final version.
That's one of the most interesting topics! Almost theoretical. Ribbon Drive is all about *inner* conflict, really, at some level: it's about what you want out of/expect of the future and whether you'll eventually let go of that thought.
What's most interesting to you, RPGs w/no conflict resolution procedures (or very little emphasis to it) or RPGs about no conflict (or low conflict) situations/storylines?
@rafu @hardcorenarrativist @Canageek Probably the low/no conflict storylines/situations but in the sense I have difficulty understanding what would motivate player action. The absence of societal or personal conflict sure I still see plenty of opportunity.
That said I'm also unsure how you'd navigate a story without conflict resolution procedures if players/narrators don't agree to an always "Yes, And" approach. Though even then that is in and of itself a conflict resolution mechanic.
@redlila @hardcorenarrativist @Canageek Yeah, in practice attempts at the former usually end up employing some very small, low-key conflicts to drive the moment-to-moment play. Or perhaps have a fixed storyline to go through.
Attempts at the latter usually have *some* procedure to solve disagreements and/or establish what happens, but not quite hinging on fictional conflicts as its focus or trigger.
I'll think of some interesting examples to point you at and be back at you, like, tomorrow(ish).
@redlila Maybe something based on the Culture, from Iain M Banks?
@redlila Note to self: if this works as intended, it means I've got The Clout (or at least narrow niche status).
@rafu lol aww thanks Rafu
My current RPG project Traverser is set in a lush, and jungly, verdant and sexy, solarpunk post-dystopia. The player characters are all ex-military women with the ability to "traverse" to different parallel realities, but all the realities are ecologically rich and not very urban. Much of the game is about relationships and personal reinvention in a world of eclectic and incongruous communities, collective gardens, alien and long-extinct species, and natural beauty.
Think of the towering, forested mountainsides of Guatemala, riding along a muddy red trail on a Soviet-era Minsk motorcycle converted to microbial electric, watching stingrays swim below you in the impossibly clear waters of a lagoon, and miraculous or alien edifices rising above the morning mist in the distance. There are no prisons, no nations, no corporations, and no formal currency.
@paulczege That sounds really interesting. The bit of lore I worked up for a setting is a bit more of a hard sci-fi set a few generations after government/societal collapses had properly set in. Still fairly high-technology but stuff we're on the edges of now. A bit of a utopia by our standards in many ways but still with its share of problems which provide conflict to build story around. That said I do really like the concept behind yours.
@paulczege If you'd like to read the bit of in world fiction I wrote up yesterday for it I've got it hosted on my dropbox (linking the status I posted it from: https://tabletop.social/web/statuses/101835829320847947
Oh, you and I are absolutely on the same page! I like it.
I've written fiction for mine as well. I'm not ready to share it publicly, but if you DM me on Twitter or email me at email@example.com I'll send you a link.
@redlila It's not where that comes from, but games such as Amber Diceless or Nobilis, have basically no notion of ownership.
They do have fealty, but, at least in Amber Diceless, fealties tend to shift very quickly :)
@redlila The only anarchist-ish games I can think of are basically punk: CyberPunk, Blades in the Dark, etc: there is no future, there is a world order, but it's utterly corrupt in all ways that matter, the only way is to step out and court individual self-destruction, rather than being led meekly to global self-destruction.
@Yoric That's generally the feel I get. I'm wanting to find or make something where anarchism is realized and not an act of defiance or rebellion. One of the big critiques of leftists/anarchists is the "what happens the day after the revolution?" question as many anarchists have ideas but not specific methods of achieving them. I want to explore a society that has made those decisions/taken those steps. An anarchism in practice rather than rebellion.
@Yoric Yeah neo-feudal/feudal are very "been there done that" for me
@redlila I have actually started something vaguely along these lines. It's a children-oriented RPG set in a kingdom with a ruler so distant from its people that they barely know whether it's a Queen, a King or a Council.
In the Capital City, at the very foot of the Royal Castle, the people manages itself, because it's a bad idea to attract the attention of authorities.
It's a game about telling stories to help people solve their problems without a hierarchy.
So, kind of anarchist :)
@Yoric That's interesting, more narrative play?
@redlila It's definitely meant to be narrative, but I'm currently a bit stuck on the storytelling mechanism. Also, real life :)
@redlila @kensanata Well, if my memory serves, the Punk genre/movement assumes that rebellion is the end, not the mean, because the system is so fundamentally corrupt that meaningful change is not possible in the first place.
So, yeah, it makes sense that they don't try to provide a view of the day-after-the-revolution, and yeah, I realize it's frustrating :)
I think that's an over-emphasis of the nihilist aspect of punk ethos. Yeah the world is fucked we can't fix it. But if we're going to tear it down something knew needs to be built to replace it or we're just dooming the species to generations of crap and the likely re-appearance of the system we tore down. I feel like most of the sci-fi punk genre's indulge nihilism too much and don't focus on the aspirational aspects of punk because by indulging those you ...
Punk has its origin in anarchist, anti-capitalist, anti-consumerist ethos. That's been dangerous to Capital so they took the aesthetic, repackaged and re-framed it as "edgy rebellious" and sold it back to us at Hot Topic. Couldn't convert the punks but could make future generations miss the point through mixed messaging.
@redlila Have you red the Strugatsky brother's various novels? Some of them are set in a Communist Utopia. Not really anarchist, but it may be of some interest to you?
@Yoric I'll take a look at them. I haven't.
@redlila would Freemarket count? It's a post scarcity game by Luke Crane. https://index.rpg.net/display-entry.phtml?mainid=13545
@Mantisking Its hard to get a feel off the sample material on drivethru. I'm leery of reputation currencies. Any currency that can accumulate or can be transferred has systemic flaws that will eventually lead to the same Capitalistic problems we have now, regardless of the basis for that currency. Its why most labor voucher systems that have been conceptualized are directly redeemable for a good or service but at a "labor-hour" value rather than a market value.
@Mantisking and are non-transferable. Secondly, reputation currencies lead to the "popularity problem". Just because someone is likable doesn't mean they're providing a positive contribution to a community or society.
@redlila, fair enough.
@redlila Rowan Walking Wolf is an anarchist/anticapitalist game designer. He has his stuff here:
His Nahmurg Wastes setting is post-apocolyptic. He has a pretty good narrative style game mechanics with additive d10 dice and flexible race/class/skills. He seems to be a bit more anti-civ, while I'm more solarpunky, let's DIY our own greentech.
@OpenTableGamesMN I'll take a look =)
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