Gaming Philosophy
Unfortunately, some of the characters are already seeing the world in deconstructionist ways. They bring this from my last game where they were subjected to deconstructionist adventures weekly. My solution is to have a come-to-jesus discussion at the beginning of each game they have an attitude other than completely idealistic (with exceptions for only a couple characters.) We cannot have characters suggesting ways to charge someone other than the guilty for a crime. Otherwise, where is the feeling of success for solving the mystery, if anyone can be charged as the guilty one?
In the long run I expect the players will grow to see the Sartarites as having a valuable culture and that Lunar culture is not perfect, but as the best thing there is. The advantages of Lunar culture and civilization will pave the way for a brave new world, but hopefully integrate the best parts of indigenous cultures instead of just paving over them. This eventual admiration for the Sartarites may cause the characters to make very difficult choices if one of these constant tribal or clan rebellions gets out of hand.
I plan to keep the action fun while having various genres and themes play out. The cop genre and the cowboy (soldiers) and indians genre are the two most significant genres to this campaign. Themes integral to this game from each genre are listed below.
Cop Genre Themes (for this game)
Cowboy and Indian Genre Themes (for this game)
Goals and Game Style
Deconstructionist Definition
An example from my last campaign was the point the players suspected the head of their religion (the Pope) was not as pious as he should be. The Pope sent the players (a bunch of thugs worshipping the god of truth and justice) on many unsavory missions, including the assasination of a cult demi-hero and the destruction of all of his converts to the religion. The players were also sent on a mission to capture the originators of a heresy so they could be brought before Papal justice (he killed them.) The Pope saw the demi-hero and the heritics as a threat to his power and had the players remove the threats, which they gleefully did.
This meets my definition of deconstructionist because the player's (illusionary) views of themselves changed. It also met the goal of virtuous antagonists in that both the demi-hero and the heretics where virtuous in the American definition and the characters were definitely not. This met my goal in that game of interesting roleplaying, because the players in the game were (fortunately) not ruthless cold killers, but the characters certainly were, regardless of the player's or character's illusions otherwise.
Moods and the Feel of the Game
| Copyright © 1995 by Michael Derry, derry@jugenstil.com | Updated December 7, 1995 |