Radio, Radio

The intent is for this to be set in the modern or near modern period. With the focus on a pirate radio station, it wouldn’t make much sense to have it set before the 1960s. Radio will probably continue to have a role in culture and communications for the next few decades, but already many are turning to online sources for the same purposes as my generation engaged with radio. In a cyberpunk setting, this might be a specialized streaming service. With corporations having so much power, misusing corporate IP and possibly siphoning off even the tiniest modicum of their profits, would likely not end well. The geographic setting of neither the city nor the origin of the radio pirates is specified. This is on purpose and hopefully will allow you to better implement the story for maximum impact with your players and maximum integration into your game. As will become evident, a diaspora is a key part of the story. Not providing specificity is not to imply that every geopolitical crisis that displaces populations is interchangeable, or that the populations themselves are interchangeable, just that many of the strategic factors are similar.

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Ditch the Witch

No one’s entirely good and no one’s entirely bad, and sometimes, bad people do good things. Usually, we’re all just normal people with failings who make mistakes. Sometimes we talk about redemption—but what are we redeeming? Most religions accept that people won’t be able to live up the tenets.

And it’s just fun sometimes to subvert expectations. The hero isn’t an anti-hero, just a person who made a mistake. This isn’t redemption, they’re not a bad person trying to atone, they’re just a person who can’t ignore suffering when they have the means to alleviate it.

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