


That's how you win boyfriends, who are basically power-ups. Fibbing plays out like a cross between poker and liar's dice, while Taunting relies on knowing which retort matches which insult, learning new ones as you go like in Monkey Island.Īnd then there's Flirting. The character stats are card suits (hearts are popularity, diamonds are glamour, spades are rebellion, and clubs are savvy), and instead of RPG combat there are social minigames. It's presented like an old-fashioned board game, the schoolgrounds and the town of Brigiton mapped onto it as if they're expansions for Clue, and the encounters you find there represented by silver playing pieces.

The disposable boyfriends give you a pretty good idea of the tone of Dangerous High School Girls in Trouble, which is so arch you could build an aqueduct on it. They absolutely informed the PCs' personalities." Also, I have a great love of the ballsy women stars of early Hollywood, Marlene Dietrich to Myrna Loy and so many in between. I hoped, by contrasting those two eras, modern feminists might appreciate how much their approaches and perspectives have advanced. "I grew up in the '70s, and connected with its women's movement. "I wanted to explore how feminism has evolved since the 1920s," says designer Keith Nemitz. That's the uncommon setup for 2008's board game-inspired RPG Dangerous High School Girls in Trouble. You're the band of meddling kids who reveal the dark secrets of the local adults and set the world to rights again. And you're all girls. It's the 1920s and you're the boss of a gang of 'mystery teens', the kind of misfits and troublemakers who unravel the problems of small towns in Scooby-Doo and John Allison comics.

Charlotte, whose ambition is to make the vaudeville circuit, has high Popularity but low Glamour.
