#ttrpg
(1/14) 'Art is Political.'
Okay, so maybe I should admit that http://talespinner.eu  is political and explain in what ways.

First and foremost, it's class-political. Well; it's free, because lower class people have little money.
(2/14)There are no classes; just skills. The system doesn't determine your character's identity for you. And good gods, there are no mechanics for 'races.' No identity determinism from the 'physics' end.
There's no loot tables, starting wealth is low, good kit is expensive.
(3/14) Crafting is a good side hustle in-game, reducing costs and making a buck in the evenings. There are no Epic Items to run around with and be splendid in. Equipment is often cobbled-together parts.
(4/14) The system itself emphasizes 'making stuff yourself.' Because that's what you need to do when you don't have much money. The system gives you the tools, for free, to start creating mechanically consistent 'items;' machines, creatures, worlds.
(5/14) DIY isn't just a hobby... It's necessity. And there is nobility in not only relying on consuming. Consumerism excludes those without the means to consume; creativism (don't @ me) includes everyone (with a little time to spare).
(6/14) And I know a lot of poorer people don't have that time to spare because of the labour they are forced into by their situation. So create for one another! Share what you made at your table! That, too, is solidarity!
(7/14) Furthermore, power scaling is low. Not 1-20, but 1-5. With the average being 2 baseline; 3 with some experience. You have 10 wounds; that's it. This lower power prevents distancing the player from the world around her, from the plights, lives and fears of the common folk.
(8/14) When you fear their fears, you fight for them. Not because you're 'good,' not because you're a 'paragon' to be admired for their low-risk efforts, but because you understand them. Because you feel them. Because you are connected to them. Because you experience solidarity.
(9/14) Adding higher risks to violence also means you're more willing to engage. To listen to your enemy. To want to understand and fix the underlying problems.
(10/14) (Nigh) Invulnerability removes the need for empathy. Mercy becomes a self-congratulatory act of power rather than a heartfelt decision. Non-mercy, at the same time, loses its emotional weight when the tough decisions need to be made.
(11/14) This means most enemies you'll face won't just be evil; they'll be facing problems they don't believe they can solve normally. And some enemies... Will indeed simply wish to impose their will upon the meek for selfish reasons.
(12/14) The choice to engage in violence, and how far you're willing to take it, becomes nuanced, emotionally conflicted, heavy, scary and meaningful.
(13/14) The point of this all is to allow situations to emerge. Each situation is a challenge; a question. And the question is: 'How do you deal with this? How would you deal with this? What changes do you think would work, and why? What changes lie within your power?'
(14/14) And, of course: 'Who are you, in these challenges? What choices do you make regarding your skills and special abilities, and how they affect your interactions?'

I hope this thread doesn't read as completely disjointed. It makes sense in my head.
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