NEIGHBORHOOD CONFLICT 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 kids formed their own governments, claiming various rooms at their parent's houses and areas outside at different properties. Some of these micronations held vast territories, while others were small city-states. These micronations would often sign various verbal treaties for cooperation in business and war, and were governed by a kid with the title of chief. Some micronations, regardless of size, had thriving economies, while others were almost completely vacant of any activity. Most micronations also had private property that was owned by various kids. Many micronations issued their own unique paper currency, and they all competed for market share in the economy. Some of these currencies experienced periods of high inflation from over printing or decrease in demand. Currency was used for products and services that the kids created and offered. Social relationships were very important, and the social landscape dynamically changed between kids as a result of business and political activity. The focus of this game is to simulate these socioeconomic dynamics over a period of several years, and to allow players to manipulate them in attempt to win in the game.

PARENTAL DISASTERS

In this game the random actions of parents take the place of natural disasters. These disasters can be kids getting grounded, kids losing shops, or companies losing net worth. Often, in the original LARP, when kids would return to a house they would find any structure that they created last time they were over destroyed. This could be the result of a parent cleaning, moving furniture to a different room out of play, or parents getting rid of such items. This is simulated through the loss of shops. Likewise, valuables could disappear in a similar fashion, symbolizing loss of assets.

COMPANIES

In the original LARP the distinction between companies and kids as different entities did often exist, but the lines were blurry. I represented this by making shops sometimes benefit a kid's company, and sometimes only benefiting the kid. Similarly, a company's net worth is closely tied to the kid that is president and their household.

RENT

The renting of properties in the original LARP was not uncommon, but not as much as it is in this game. However, kids with the most or best shops usually brought in the most business. So rent payments in this game represent both rent and commerce generated, in a single mechanic. I chose the term rent because of its familiarity of the term in games, as well as its similar practical function.

DEVELOPMENT

2018

~1st edition published, with 4 expansions

2020

~planning begins for 2nd edition

2023

~2nd edition published

MAIN CHANGES IN 2ND EDITION

~social actions between kids streamlined

~currency accepted at a village now solely based on chief's perception of issuers

~share prices for companies now based on company value rather than supply and demand