There are certain things one takes for granted in a role-playing game. I’m not talking about anything as concrete as attributes or skills or levels, I’m talking about exogenous conflict, which is so omnipresent in traditional RPGs (and most non-traditional RPGs as well) that it’s invisible. Well of course there are monsters to fight. Well of course you need to define a ‘need’ in Fiasco. Well of course there’s scarcity in your apocalypse. Like many people I took this for granted until I saw a game that completely stepped away from it. No, the war is over, no one fights. No, people are inherently good, there are no monsters. No, you will have hospitality in every place you visit. When I first read Wanderhome, this twisted my mind a little. How does one play a game with so little conflict? And then I created a character. And then I immediately got it.
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