Violence
This is not an RPG per se, but rather a sociological analysis of gamist RPGs written from a rulebook perspective. I personally believe RPGs are escapist, but this is a sobering view of exactly what you're escaping to.
The game is designed to be virtually unplayable, because the idea is that it is the D&D dungeon-crawl ethos superimposed over inner-city criminality. It is the sort of violence that inevitably crops up in a roleplaying session, especially a very gamist one. I have tried to steer away from this in my recent campaigns, though not entirely...we still blow shit up without abandon, no doubt. I do think it's important to look at what it's satirizing...if for nothing else, just to recall what sanity is. And some of this stuff is really funny. Examples: a skill called "funky woowoo shit", cars in the game have no price and their own hide value because it's assumed the only way you'll ever get one ingame is by stealing it. Just read it...it's priceless, if a tad unplayable.
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