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.

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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

@redlila @Canageek not sure if that's exactly what you're looking for, but that reminds me of Dream Askew by Avery Alder.

@hardcorenarrativist @Canageek
That one sounds interesting, I'll have to get a copy and read over it. The blurb on his website is intriguing for sure.

@redlila @Canageek I haven't actually played the game, but it sounds quite interesting. It's similar to PbtA, but without dice ("No Dice, No Masters").

Avery is one of my favourite game designers. She also made Ribbon Drive, which is one of the coolest games I know.

@hardcorenarrativist @redlila @Canageek Ribbon Drive is wonderful and quite experimental in, among other things, being a rare example of an 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" ( or ) . I can't wait to try out the final version.

@rafu
I'll have to give that a look then. I'm always curios to see how the motivation issue is addressed when there is no conflict.
@hardcorenarrativist @Canageek

@redlila @hardcorenarrativist @Canageek

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?

@Yoric @redlila Culture by Iain Banks looks interesting. I'll have to check that out, thanks!

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