Those are all very good ideas, so... Thanks. ^_^flatten_the_skyline said:Well, I think playing with the shift of power is quite intriguing. I mean the shift between redneck county and New York city for example can make a huge difference in the life of your character, starting in some rural village with all the hardships of being a social outcast to make it to new york or San Francisco to have a lot more possibilities... Or to take the Shooter approach of linear empowerment (Crowbar->pistol->shotgun->Assault Rifle->Rocket Launcher->BFG9000) you could center a game about a homosexual adolescent who gains respect by his/her deeds, climbing the social ladder... And if you think in sci fi terms, there is no need for disempowerment at all. There have been times where homosexuality has been accepted, why shouldn't it be in some new civilization? Homophobia is neither natural nor necessary for a civilizations survival, even if 50% were homosexuals the rest could still procreate, so why not have some game where relationships are free, or where gender simply doesn't exist, where maybe even sexes don't exist?CrystalShadow said:That kind of hints at what I'm getting at... Because as soon as you shift away from that sense of helplessness, you completely shift the tone of the story. - Depending on what the story is ultimately about, that may not be a problem, but it still has the potential to make things very complicated.
Not tat it still doesn't make me think of challenges with presenting other kinds of ideas...
I guess I'm trying to think of if there's some way of making the more difficult concepts work as well...
But you are somewhat correct that there's still room to work within more conventional game structures for many ideas...