This game doesn't pretend to accurately represent the experience of fantifas militants. Its rudimentary comment - that there's a contradiction to be overcome between office and street activism - mostly intends to reveal our representations.
Who are the militants? How is a fascist problem structured? Where can we simplify or generalize?
|Roleplaying Game||Yes||No||2+||1 - Super Easy|
An invitation to flesh out a world through
This is a hack of Wartorn by bookbinder7, Vivre Libre ou Mourir by Guillaume Jentey, and Swords Without Masters by Master Epidiah Ravachol
Also influenced by Run. Die. Repeat. by Labrys Games, kF's works, Manhattan Transfer by John Dos Pasos, L'Être et l'Évènement by Alain Badiou, Refuse. Resist. by Sepultura, Born Dead by Body Count, Akira by Katsuhiro Ōtomo.
|Roleplaying Game, Collaborative Story||No||No||2+||1 - Super Easy|
A tool to develop and intrigue and discover the ramifications of a city-wide system, a la The Wire
|Roleplaying Game, Collaborative Story||Yes||No||2+||1 - Super Easy|