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Designer's Notes |
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This game is based on a LARP called City, from the late 1980s and 1990s. In this game |
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kids formed their own governments, claiming various rooms at their parent's houses and |
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areas outside at different properties. Some of these micronations held vast territories, |
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while others were small city-states. These micronations would often sign various verbal |
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treaties for cooperation in business and war, and were governed by a kid with the title of |
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chief. Some micronations, regardless of size, had thriving economies, while others were |
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almost completely vacant of any activity. Most micronations also had private property |
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that was owned by various kids. Many micronations issued their own unique paper |
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currency, and they all competed for market share in the economy. Some of these |
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currencies experienced periods of high inflation from over printing or decrease in |
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demand. Currency was used for products and services that the kids created and offered. |
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Social relationships were very important, and the social landscape dynamically changed |
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between kids as a result of business and political activity. The focus of this game is to |
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simulate these socioeconomic dynamics over a period of several years, and to allow |
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players to manipulate them in attempt to win in the game. |
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PARENTAL DISASTERS |
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In this game the random actions of parents take the place of natural disasters. These |
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disasters can be kids getting grounded, kids losing shops, or companies losing net worth. |
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Often, in the original LARP, when kids would return to a house they would find any |
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structure that they created last time they were over destroyed. This could be the result of |
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a parent cleaning, moving furniture to a different room out of play, or parents getting rid |
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of such items. This is simulated through the loss of shops. Likewise, valuables could |
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disappear in a similar fashion, symbolizing loss of assets. |
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COMPANIES |
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In the original LARP the distinction between companies and kids as different entities did |
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often exist, but the lines were blurry. I represented this by making shops sometimes |
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benefit a kid's company, and sometimes only benefiting the kid. Similarly, a company's |
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net worth is closely tied to the kid that is president and their household. |
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