Narrative games and social change

One of the reasons I like role-playing games is that they can be used to train empathy and think about the actions of others, and thus our own. I think imagining what others would do in a given situation is a healthy exercise that can make us understand people, including ourselves, a bit better.

Perhaps my favourite game is Call of Cthulhu, a game normally set in the 1920s. I find that decade fascinating, partly because it so clearly highlights the prejudices normal, well-meaning people had/have. We are tied to our circumstances and all that. One of the things about the 20s that fascinate me so much is the KKK. I read a fair amount of information about them while preparing a scenario about racism and prejudice, and it shocked me how childish they were, and how big they were at some point.

Some time later, thanks to the film Suffragette, I started reading about the suffragettes, the radical, violent branch of the suffragists. The fight for women’s voting rights might sound like a dull topic, but boy was I in for a surprise. I read about the smart stunts they pulled and about how they learned jiu-jitsu to defend themselves from the police, and I was just blown away by how amazing these women were. So much so that I decided to do a little homage, in this case in the shape of a (work in progress) scenario about feminism and oppression set in early 1914. As the one linked above, it’s not completely historical, but it’s close enough that one can learn a thing or two and think a little about how things were then, and how they’re now.

After I’m done with the second one I’m planning to write a third scenario about social change, most likely about mental illnesses, but only time will tell.

EDIT: The scenario is finished. You can read about it and download it in the post “New horror RPG scenario”.