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(+3)

I was thinking once about games about social change (initially based on the climate change struggle, I believe) and I had this idea about actions not being resolved when you take them (eg. you wouldn't roll dice at the same moment). The idea was to simulate that you cannot know what the effect is until later.

For example, imagine an activist group, or maybe a government, that is trying to fight climate change. Every time they do something (raise certain taxes, run certain campaigns to change the citizen's minds about something), it would be a while until you could see and measure the effects, and you would have to keep on acting and doing things without the certainty of what the effect of your last action was. So, you would wait for several "turns" (or whatever) before you actually roll the dice to see the effect and change whatever stats you were trying to correct. I guess for that you would need a log of the actions that you have taken in the past, and when you have to resolve them. You could even play with different actions having a different "feedback" time (but possibly lesser effect).

Does that make sense? I thought it was a really neat idea, but I never really developed it into anything useful.

(+1)

That is a pretty neat idea. I'm thinking of this something like with Quiet Age's projects where there is a timer counting down to actually resolving a project. All along you'd be defending various interventions like raising taxes, issues, and people would be trying to disrupt it politically (possibly resulting in cancelled projects) and you still only find out about it after you put a bunch of other stuff in play. It's a brilliant idea, possibly best suited to a game inspired by Microscope or Quiet Year that allows the global or regional scale to be the focus with zoom ins for scenes.

Aah, I know of The Quiet Year, but have never read it (I'm a big fan of Ribbon Drive, though, by the same author). I guess I should get it sometime :-D

Thanks for the reply!

(+1)

no worries. I love weird ideas. The basic mechanic of Quiet Year is a map and card based hard decisions as well as creating projects. If you listen to the first story arc of An Atlas of the World Unknown podcast, it gives a pretty good idea of the mechanics though it does hack it to include some other stuff like Spindlewheel and his own hacks. But it shows how the projects work and can be canceled and that sounds like it really serves your idea.