• context [fae/faer, fae/faer]M
        ·
        2 months ago

        well for a lot of people i think it's just that their worldbuilding is aimed at creating a good/fun/cool story so causality isn't all that important to begin with. like the magical kingdom of floating islands or whatever, nobody needs to especially care about verisimilitude. but then as you play it out it's hard not to at least notice the contradictions that develop from whatever you've created.

      • alcoholicorn@lemmy.ml
        ·
        2 months ago

        It's more like thinking of societies as a bunch of individuals instead of systems short-circuits ever reaching a material cause.

        The peasants are poor because of high taxes. Why are the taxes high? Because the king is a bad king. No need to examine why the system selected for a "bad king".

  • CarmineCatboy2 [he/him]
    ·
    edit-2
    2 months ago

    One thing that is at play here is that someone was asked to create a world where there was a fundamentally unjust situation against which the players could rally against. It is only natural for them and anyone really to look around and mimic the injustices they can see.

    I wouldn't say that capitalism is the bad guy here. Social stratification, disenfranchisement, government corruption, cooptation of minority leadership - all of these things happened under pre-capitalist conditions. So that first post about how there's no theming raound labour relations, rent, alienation and so on do make sense.

    However we are in a capitalist society, and all those injustices do happen in a capitalist context. So I wouldn't fault anyone for saying that capitalism is the bad guy, because the bad guy is a series of systemic issues.

  • UlyssesT
    ·
    edit-2
    2 months ago

    deleted by creator

    • SevenSkalls [he/him]
      ·
      2 months ago

      I love players do the good thing without my prompting. I DMed a campaign once where they fought a company the whole time, kinda based on "The Company" in Heroes, then a bad guy appeared who could appear as one of the players and was killing off company members. The company proposed a temporary truce so they could team up and take this person down who was ruining both their teams' lives, but the players said F that, we're taking this person down, and then we're taking you down. I had plans for the future of the campaign for both directions, but I was sooooo proud they went that route. It was such a badass moment.

      • UlyssesT
        ·
        edit-2
        2 months ago

        deleted by creator

  • FlakesBongler [they/them]
    ·
    edit-2
    2 months ago

    I mean, it's kind of innate to the setting

    Even now that they've stripped slavery from the setting (which, yeah, they kind of hand-waved away, but moving away from using slavery for shock value was a good move) villainous characters are always going to be motivated by giving themselves power

    And in systems where power is tied to capital, that means the villain is ultimately going to be a Capitalist

    Even the Whispering Tyrant is ultimately a Capitalist, because the bones are his money and worms are his dollars