Tales from the loop - Les Goonies jouent à Stranger Things

Inspis, théories, conseils ...
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sherinford
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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par sherinford » jeu. mars 21, 2019 11:57 am

Question musique, en plus de tout ce qui a été cité : Prince, Michael Jackson, Duran Duran, les Bangles, Abba, Simple Minds, Terence Trent D'arby... Que de bons souvenirs...

Au cinoche, Top Gun, Terminator, l'Arme Fatale...

Question jeux, la gamme "Game & Watch" de Nintendo était le truc portable à l'époque.

Mais on a eu aussi droit à Simon et Merlin...

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par sherinford » jeu. mars 21, 2019 12:09 pm

Kaetel a écrit :
mer. mars 20, 2019 4:07 pm
- Les ordis, c'est le Commodore 64, l'Atari ST ou l'Amiga. Si papa ou maman sont des pros, ils ont peut-être un Macintosh Plus ? 

J'ai eu un commodore 128, à cette époque là. L'Amiga sort vers la fin des années 1980, de mémoire...

- Les enfants se déplacement en BMX, le VVT n'existe pas (un expert peut me confirmer ?)

Les VTT existent bien, mais coûtent plus cher qu'un BMX...

- En bagnole, vive les cartes en papier

Oh oui. J'étais un expert dans le déchiffrage de ces artefacts. Mon grand-père me confiait la carte, et me disait : on doit aller là-bas. C'est toi qui choisit la route. Je lui disais quand tourner, quel panneau suivre... Parfois je me trompais, mais jamais il ne s'énervait. Il me regardait, et disait "ok, ben, comment on fait, alors? On fait demi-tour?".

Je détestais faire demi-tour...

:lol:

- Comment on contacte quelqu'un quand on ne sait pas où il est ?

On le contacte pas.

Bon, en fait, on contacte sa mère, ou sa famille, ou son boulot, pour savoir où il peut être. S'il est en vacances, on contacte son hôtel, on laisse un mot, et on espère qu'il va rappeler.

Mais globalement, si quelqu'un ne veut pas être joignable, ben il ne l'est pas...

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sherinford
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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par sherinford » jeu. mars 21, 2019 12:17 pm

Autre truc : la fantasy dans les années 80, c'est un truc de nerds, presque pas connu. Les seuls films à peu près valables dans ce créneau, c'est Willow et LadyHawke. C'est dire...

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par TwoSharpBlades » jeu. mars 21, 2019 12:46 pm

Pour les USA :
  • pas de télécommande pour la chaine tv, mais un gros machin relié par un cable à la télé avec des molettes pour changer de programme (déjà des centaines de chaines, MTV,...)
  • des BBS (Bulletin Board Service) mais aussi AOL pour internet
  • des modems 1200 baud maxi avec le bruit caractéristique du handshake de connexion
  • des disquettes souples de 5 pouces 1/4, les 3 pouces 1/2 arrivent
  • des disque dur de 1 Go :-)
  • L'apple II, l'IBM PC
  • des communications téléphoniques illimités depuis un téléphone fixe
  • des vélos à retro pédalage et donc sans frein
  • des breaks en voiture familiale en banlieue
  • les premiers téléphones de voiture
  • la cibi !
  • les journaux avec les montages d'électronique, les kits à acheter chez radio shack

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Zool » jeu. mars 21, 2019 1:39 pm

TwoSharpBlades a écrit :
jeu. mars 21, 2019 12:46 pm
Pour les USA :
  • des disque dur de 1 Go :-)
1 Go ?! Non c'est beaucoup plus tard (fin des années 90 je dirais), à l'époque on était plutôt dans les 20-40 Mo de disque dur et quelques centaines de Ko de RAM (vu que justement la gestion de la mémoire paginée et étendue sous MD-DOS est venue avec l'apparition des capacités de RAM supérieures à 640 ko)

Mon premier PC acheté avec mon premier salaire en 1994 était un 486SX2-50Mhz avec 4 Mo de RAM et 210 Mo de DD... donc 7 ans avant je te laisse imaginer (les PC 80286 ou 80386 (sortis en 1986) sont d'ailleurs réservés aux Pros ou aux plus fortunés - ils coûtent plusieurs dizaines de milliers de francs de l'époque - et emportent généralement 1Mo de RAM et 40 Mo de DD)
Le JdR c'est bien, en abuser, ça craint (Mireille Dumas ?...)

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par sherinford » jeu. mars 21, 2019 1:40 pm

Les imprimantes avec rouleau de feuilles perforées et à découper selon les pointillés !!!

Image

Les Apple IIe, avec écran monochrome... Ici, avec Newsroom, un logiciel d'édition de petits journaux, que j'ai utilisé à l'époque sur C64...

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par chaosorcier » jeu. mars 21, 2019 2:18 pm

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Français mais pour une version US remplacer par la couverture du n°1 de Watchmen, la peluche par un des Carebears
et le vêtement Décathlon par des leggins fluos.   
Ninjak: "Why is it whenever i employ a stratagem, the idiot i use it against labels me a coward ?"

X-O Manowar 7# (2012)

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Udo Femi » jeu. mars 21, 2019 2:21 pm

je récupère mon PDF de Shadow of the Century et j'envoie la liste !
Les auteurs ont mis un chapitre entier de conseils pour faire ambiance années 80.

Un truc que j'ai retenu: on. paye. tout. en. cash.
Vive les grosses valises et les liasses de billets en poche.
La Carte Visa et le "plastic Money" ne se démocratise pas avant une décennie (auy US, hein, on est bien d'accord).

EDIT: voilà, brut de décoffrage:

BRINGING THE ’80s TO THE MAX!
Tips for Creating an Authentic Setting
Spoiler:

Capturing the unique flavor of the 1980s is one of the great joys of
Shadow of the Century, but it might seem a little intimidating, especially
for players who don’t actually remember the ’80s. Even those who
lived through the decade can find it hard to see clearly through the fog
of nostalgia—or maybe that’s hairspray?—so this section assembles a
number of ’80s themes and tropes to help groups evoke the essence of
this turbocharged decade. You’ll also find some tips on how to turn these
elements to the dark side, so you can make perfect period villains.

ENERGY: TO THE MAX!
One of the nicknames for this decade is “the go-go ’80s,” and with
good reason. Everything accelerates as the decade goes on, and those
who can’t keep up get left in the dust. Exercise programs, music videos,
car chases, rock music, business deals, video games—it’s all one big rush
of hyperkinetic activity that’s getting faster all the time. One reason for
this is the rapidly accelerating level of technology, as the Information Age
really blasts off, but it’s also the zeitgeist of a world where globalization is
kicking in, mass media reaches a bigger audience than ever, and fortunes
that once took decades to accumulate can be made in mere months (and
get lost just as quickly). Staying put means getting nowhere, so go, go, go!
At the Table: Bringing this quality into Shadow of the Century is all
about keeping things constantly in motion. This doesn’t mean you have
to give everything an urgent deadline—though that certainly should be a
factor at times—so much as you should work to imbue scenes with that
sense of constant energy. People work hard and play harder, and whether
it’s a kid at school trying to beat the system or a businesswoman out to
conquer the industry, everyone hustles. Nothing stands still for long, and
if there is a quiet moment, it’s just to take a breather before the tempo
picks up again real soon. Everybody is either living fully in the moment
or busting their butt to get where they can. Even relaxing can get pretty
intense, as vacations are packed with activities! Whatever the PCs are
doing, put them into it 100%, and show the NPCs doing the same.

Shadow Corruption:
Party at Ground Zero
The corrupted version of this trait is a sort of frantic nihilism tinged
with hedonism, a sense of impending doom that causes people to indulge
in shortsighted, destructive behavior. With the specter of the Cold War
going hot and the threat of total nuclear annihilation looming large over
the decade, that same drive can become a cruel instinct to destroy just to
see something crumble. After all, when the world’s about to end, what
does it matter if you kick off the carnage a little ahead of schedule? Some
villains may even work to hasten what they see as an inevitable world
war or nuclear exchange in order to control it, and perhaps to position
themselves as rulers of the world to follow.

Bringing the ’80s to the Max!
EXCESS: LIVING LARGE!

One of the defining traits of the ’80s is the celebration of excess. To
be the best means being bigger, louder, faster, richer, or just plain more
than everyone else. This is a decade of neon colors, teased hair, shoulder
pads, thundering muscle cars, blockbuster movies, and glam metal
bands playing sold-out arenas. Why have good when you can have great?
And who cares about great if you can be the best? Style doesn’t just beat
substance—it locks substance in a closet and goes on a spending spree.
At the Table: Evoking this quality in Shadow of the Century is all about
bringing more, more, more. In games where the gonzometer is set a little
lower, you’d make everything flashier and more impressive. Why use an
average detail when you could use a spectacular one? The villain’s goons
don’t just show up in a beat-up sedan—they roar up in a Lamborghini
and pile out in slick white suits, shiny guns blazing. In games where the
gonzometer is higher, well, all bets are off—never use a little of anything
when a lot will do much better. That goon isn’t just a big guy, but a mountain
of a man, eight solid feet of wicked tattoos, who’s casually bending a
steel bar in half as the characters roll up. A wizard doesn’t just throw a ball
of fire—he conjures a giant dragon head made of searing flame and sends
it roaring at his enemies. Put an exclamation point on your descriptions!
Adding more, though, doesn’t mean you need to make everything more
difficult. Indeed, ramping up the difficulty too early or too often can
make it hard to have suitably climactic scenes later on. Instead, this quality
simply means nothing is done halfway. A bent cop isn’t just a little dirty,
he’s cartoonishly corrupt. A suspicious businessman isn’t just successful;
he’s one of the wealthiest men in the world. A martial artist didn’t study at
a little-known dojo; he studied at a secret monastery hidden away in the
mountains. Even minor characters should get an over-the-top detail—a
habit, a hairstyle, a fashion choice—just to keep up the excess.
Shadow Corruption: Greed Is Good
Of course, the dark side of excess is greed and a devotion to naked
materialism, which are also abundant during this decade. Living large
can easily lead to trampling others to get what you want—and from
junk-bond dealers on Wall Street to drug kingpins sending minions to
push their product on street corners, there’s no shortage of people willing
to ruin the lives of others to get the life they want for themselves. It’s no
accident that these lords of avarice are some of the most common villains
of this era, as they represent the dark side of the growth and hope driving
the decade. Fighting them means not only thwarting their schemes, but
also rejecting the consuming ideology they represent, even if it means
taking a pass on a chance for wealth and security.
86Tips for Creating an Authentic Setting

REBELLION: WE’RE NOT GONNA TAKE IT!
While the decade’s material excesses and cultural fads get a lot of attention,
the ’80s are also a time of rebellion on every level from teenage
culture to global politics. The Baby Boomer generation is graduating
from Woodstock to Wall Street, their youthful idealism clashing with the
urge to settle down and seek stability as they wonder if they can succeed
without selling out. Meanwhile, their own children—the so-called
Generation X—are just starting to come to terms with the world they’ve
been born into, and not liking a lot of what they see. Governments fall,
stock markets crash, and the whole world order seems to be at a tipping
point.
At the Table: One of the best ways to evoke this theme in Shadow of
the Century is to give the PCs unjust systems to rebel against, situations
where insubordination isn’t just right but necessary. And doing that isn’t
too hard when the Shadows are running things and the Century Club has
been forced underground! Whether it’s teenagers in detention fighting
against a bullying principal, or a charismatic newcomer bringing dance
to a repressed town, or a crack commando squad working outside the law
to right wrongs, this decade is full of stories of underdogs and outlaws
rebelling against authority in service to a greater good. Not every organization
or authority figure needs to be corrupt, but when they are, don’t
hold back on making them wicked on every level, from committing petty
personal slights to enacting regulations that affect everyone in their path.

Shadow Corruption:
Appetite for Destruction
Rebellion can be a noble act, but insurrection without direction is its
own worst enemy. Characters who get too careless or zealous in their
efforts to topple a corrupt organization may find themselves in the
uncomfortable position of having made things much worse, while all
manner of villains rush to fill the resulting power vacuum. The characters
may even discover that a villain was pulling their strings all along, using
them to eliminate rivals without getting her hands dirty. She may even
set up them to take the fall, allowing her to sweep into power and remove
the characters with a single stroke.

Bringing the ’80s to the Max!
THE GOLDEN RULE

Like in any game with a historical setting, it’s often a lot less stressful
and more fun to make the setting feel right rather than get obsessed
with factual accuracy. If a game is set in 1981, for example, and the
GM puts on Thriller to help set the mood for a Halloween party the
characters are attending, does it really matter that the album wasn’t
released until 1982? So, unless a timeline discrepancy presents a
significant plot problem—like a crucial plan depending on a major
scandal that won’t happen for another four years—it’s generally best
to place flavor ahead of facts.
After all, a lot of what people imagine about the ’80s actually
includes some elements of the late ’70s and early ’90s, and some
retro-inspired modern movies like Kung Fury, SLC Punk!, and Turbo
Kid or bands like Mitch Murder, Highway Superstar, and Airbourne
do a great job of evoking ’80s flavor despite arriving decades later.
With that in mind, feel free to use whatever events and audio/visual
materials capture the right ’80s vibe for your game. Even if there is
a notable discrepancy, it’s usually best to let it go in the moment and
discuss it after the session ends if it’s still a concern. After all, stopping
the game to point out this sort of error can disrupt the flow of play
more than the error itself!
If all else fails, remember that Shadow of the Century is set in a
gonzo alternate timeline. It’s entirely possible that events happened
at different times, to different people, or have some even stranger
explanation. For example, in one playtest of Shadow of the Century,
a character was blasting a song that wouldn’t come out for another six
years, and when another player pointed out the discrepancy, the first
player just casually answered that the radio in his character’s gonzo
supercar randomly picked up broadcasts from the future. Problem
solved! A cool story element was introduced, everyone had a laugh,
and the story went on. That’s the essence of Shadow of the Century!


LIVING IN THE
MATERIAL WORLD
One element of the 1980s that deserves some attention is its technology,
if only because it differs so radically from the tech of the modern
era. Needless to say, the information here is very general, as many great
leaps in technology happened during this decade—what was state-ofthe-
art in 1980 was often completely out-of-date and forgotten in 1989.
What’s more, the higher the gonzometer, the more these standards may
go out the window, especially as far as the PCs are concerned. But with
that in mind, here are some insights into what daily life was like in the
’80s.

Communication
In this time period, communication is less universally available and
a lot less portable. While cellular phones do exist, they are bulky and
expensive and have notoriously poor performance due to their primitive
networks, and so are mostly seen as upscale business accessories and toys
for the idle rich. Car phones also exist, but are another luxury item and
not within the reach of most consumers. Without a widespread commercial
internet, offices rely heavily on fax machines to quickly communicate
large amounts of information. Long-distance calls are also highly
expensive, making regular contact with distant friends and associates a
pricey idea.
The average house has one phone line—a rotary phone, at that—and,
without call waiting, busy signals are a common frustration. In more
rural areas, party lines are still fairly typical, making truly private phone
calls all but impossible. Having a personal line is thus a coveted treasure
of many teenagers, from the social butterflies to the computer geeks who
need one for a dedicated modem.
People who want to keep in touch on the go can use walkie-talkies
as long as they aren’t going to be too far apart, while a fad for CB radio
has introduced drivers to sharing information on the road, often to the
irritation of truckers and police. Public payphones are plentiful, though
finding a working one in a rough neighborhood can be a dicey proposition.
On the whole, though, it’s not uncommon for people to be out of
touch in ways that feel weird to modern individuals. If you try to reach
someone and they’re not in, you’ll have to leave a message somewhere and
wait for them to get it, keep calling around to try to locate them, or go
out and look for them yourself. Of course, if you call and someone is out,
there’s always the chance that they’ll have a tape-deck answering machine
with a cute recorded message, assuming the tape hasn’t run out already.

Without competition from round-the-clock news channels and the
internet, newspapers are a major, respected source of daily information
for many people. Also, due to the cost of long-distance calls and the
lack of consumer fax and email technology, letters are still a popular
way of communicating with distant friends and relatives, and sending
postcards while on vacation is a way to let everyone know where you’ve
been. Likewise, love letters handed over after class and notes slipped
into lockers occupy some of the same niches for ’80s teenagers as texts
and emails do now, and many groups of friends pass around a collective
notebook filled with quotes, notes, handwritten artwork, and pasted-in
magazine clippings.

In general, unless people see each other regularly in person—or are
willing to spend a lot on phone bills—it’s hard to keep up with the little
details of each other’s lives, or sometimes even the major events if you
are far enough away from each other. This is important to remember in
contrast to the minute-by-minute contact enjoyed by many friends and
relatives today; if a character hasn’t seen someone in a while, chances are
good that they missed some important events! Naturally, this intimacy
lag can make for all kinds of interesting plot twists and developments.

Computers
Home computers are really beginning to come into their own, though
they are still far from the level of ubiquity and sophistication they enjoy
today. Though computers are slowly becoming more prevalent in the
workplace, many people still have little contact with them in their
day-to-day lives and so are still more than a little intimidated by these
strange machines. Spurred on by Hollywood exaggerations like War
Games, it is not uncommon for people to believe that computers have
almost supernatural capabilities in the right hands, leading to some of
the myths about hackers that persist to this day. Of course, in Shadow
of the Century, as the gonzometer rises these myths easily become reality.
Computers rapidly lose any realistic limitations, starting off perhaps a
bit more powerful and useful than they actually were, and can go all the
way up to effectively becoming their own form of magic.
Gonzometer aside for the moment, computer hardware is extremely
limited and can often only store a little data. Some machines have no
real hard-drive space and run programs entirely off disks placed in their
drive, so removing the disk renders the computer unable to run the
program. Software is often made for business applications, though
gaming is becoming more prevalent as the decade progresses. Moving
data between computers involves transferring data to floppy disks, which
are notoriously flimsy and have limited storage capacity, so installing a
single program often requires a half dozen or more disks.

Perhaps most importantly, what is now considered the essential use of
a computer—the internet—is extremely limited and primitive during
this time period, restricted to use by the military, certain government
agencies, related contractors, and select parts of academia. The average
consumer thus has no contact to speak of with the internet, and commercial
internet designed for that market won’t be available until early in
the 1990s. Dial-up services for tech-savvy users emerged much earlier,
however, which led to the formation of the first hacker collectives and
online discussion forums. Users access a bulletin board system, or BBS,
by connecting to the hosting server via modem, meaning a site can only
host as many users at a time as it has dedicated phone lines. Members can
dial up and, once connected, upload or download files, leave messages
for other users, or play games. Popular BBS communities can become
quite close-knit and develop quirky cultures of their own on the far side
of that famous modem connection noise.
While the gonzometer and the needs of the story may alter or nullify
these ground rules, computer hacking is often a bit more hands-on in
this time period. Unless a hacker can locate and compromise a dial-up
connection or other external gateway—which is less common, as many
computers are not externally networked, if they are networked at all—
they’ll have to reach the target computer in person in order to breach
it. Likewise, phone phreaking—the practice of manipulating telephone
signals to get free calls and play other tricks—also involves hands-on
elements, such as creating “blue boxes,” devices that play tones into the
receiver to manipulate the telephone networks.

Entertainment
Cable television is still a relative luxury for most of this decade, so
many homes rely solely on the three main broadcast networks for television
entertainment. Local ultra-high-frequency (UHF) stations are
also available, though they are scoffed at as second-rate homes for old
reruns, cheap syndicated shows, and all kinds of strange homegrown
programming. Though notoriously hard to program, VCRs become
more common during this period, leading to the rise of video rental
stores as well as driving sales of video cameras as people start making
home movies of important events. Movies stay in theaters for longer runs
than they do today, and “catching a movie” still typically means a night
out rather than crashing on the couch at home. Blockbuster movies reach
their heyday as well, ushering in a new generation of big-name action
stars and special-effects spectacles, and big popcorn movies become an
anticipated highlight of every kid’s summer vacation.

While hair metal and synth-driven pop ballads dominate a lot of ’80s
nostalgia, the explosion of music media means there’s a wide variety
of music available, from new wave to hip-hop to goth to boy bands
to hardcore thrash metal. MTV and later VH1 showcase music videos
in a variety of styles, with specialty shows catering to everything from
heavy metal to hip-hop, broadening many musical horizons. Vinyl
albums are still a significant part of the music landscape, though cassette
tapes skyrocket in popularity due to their portability and the ability to
create custom mixtapes. The cassette-playing Sony Walkman and its
many imitators are also must-have items for music lovers on the go. Of
course, the signature musical equipment of the time is the boom box,
a large handheld radio and cassette player. It features prominently in
hip-hop culture but is prized by teens and college students everywhere
for allowing them to set up a party anywhere, not to mention aggravating
authority figures with loud music on demand.

Home video-game systems like the Atari 2600, ColecoVision, and the
original Nintendo Entertainment System enjoy rising popularity as the
decade goes on, with some systems dying out as competition gets fiercer.
However, games on home systems still pale in comparison to those found
in the local arcade, where quarters are king and the games are big, bright,
and loud. Though arcades diminish in popularity as the decade goes on,
they nevertheless represent a big part of ’80s youth culture, as places
where kids can lose themselves in electronic fantasies and where teens
can congregate in a place adults naturally avoid. As a result, many arcades
develop a reputation as havens for delinquents, which of course only
further increases their allure for local kids.

Radio also played a significant part in both entertainment and news,
with most markets enjoying dozens of local stations that specialized in
everything from Top 40 hits to niche genre playlists to call-in talk shows
and even up-to-the-minute news and weather reporting. While music
television and its music videos were rapidly replacing radio as the way
for hit songs to take off and new bands to be discovered, heavy rotation
on popular stations remained a solid way to top the charts, and without
the corporate management prevalent in later markets, DJs were able
to play a much wider selection of music rather than just hit singles.
College radio stations in particular became known as a hotbed for new
and experimental music, forming a whole genre of little-known bands
with cult followings, aptly known as college rock. Taping popular songs
off the radio was also a cheap alternative to picking up a new album, if
prone to picking up the odd bit of DJ chatter.

The ’80s was also a boom era for toymakers, with Saturday morning
cartoons in full swing and whole movies and television shows conceived
as marketing vehicles for toy lines. Action figures, collectible dolls, and
trading card sets were all popular, and the arrival of Christmas catalogs
marked an annual high point for a lot of kids, as they pored over the
glossy pictures of toys to figure out which ones they wanted to bug their
parents for the most. Fad toys came and went, as well, with really popular
toys selling out early, sometimes requiring parents to stand in long lines
or put their names on waiting lists and cross their fingers that they’d get
the call in time for the holidays.

Transportation
Transportation in the ’80s is similar to that of the modern era in many
broad respects, though its practical details are a bit different. Without
GPS or other computer-assisted navigation, many drivers keep a stash
of maps in their glove compartment so they can look up routes to unfamiliar
destinations. Having an inaccurate or out-of-date map can lead
to all kinds of problems for characters in a hurry, particularly if none
of them are familiar with the area to begin with. The only alternative
is asking directions, which presents its own set of potential difficulties,
especially in unfriendly neighborhoods or if the characters appear strange
or threatening to the locals.

The cost of air travel has been decreasing steadily for decades, but it
reaches a tipping point during this time period, with discount airlines
offering fares that would have seemed unbelievable even a decade earlier.
This opens up flying as a viable means of transportation for a whole
segment of the population that never would have considered it before,
with the interesting side effect of stigmatizing long-distance bus travel
as something generally only poor or desperate people do. Regular plane
travel for business becomes something even mid- and low-level employees
might expect, while the range of family vacations expands to include the
entire country instead of just places within reasonable driving distance.
Skateboards are gaining popularity with rebellious teens, though they
are often considered the province of punks, stoners, and other teenage
outcasts, and thus not something that more conventionally popular kids
usually indulged in. By contrast, most kids living in rural areas or the
suburbs ride bikes to get around, while urban kids rely on public transit.
Cycling becoming a health trend means more adults are riding bicycles
too, though it’s still seen as something of a kid’s activity by many, and
an adult chugging away on a bike is a popular subject of “health nut”
mockery.
Last but not least, cruises also enjoy a bit of renaissance, thanks
to everything from popular shows such as The Love Boat to celebrity
endorsements of some of the larger cruise lines. As a perfect combination
of expense and playfulness and sheer velocity, speedboats become iconic
vehicles of the era, and high-speed boat chases are a staple of many action
shows and movies.

Commerce
Cold, hard cash. That’s what rules this time period. While credit cards
exist, they are not nearly as widespread as they would become even a
decade later, nor are they issued quite so automatically. Many consumers
instead use layaway plans to purchase expensive goods in installments
if they cannot afford to purchase them in one transaction. Some local
businesses offer credit or open a tab for a regular customer who comes
up short on funds, but this is a courtesy that is far from universal and
definitely not offered to strangers. Debit cards are still years away too,
and many small businesses either don’t trust credit cards or don’t have
the equipment to handle such transactions, so they insist on cash only.
Many businesses also don’t take personal checks, especially from unfamiliar
customers with out-of-state identification, which means that the
characters need to carry cash as a rule.
As far as getting cash, automatic teller machines do exist but are simple
by today’s standards, with only a few basic functions, and so most transactions
are conducted with a teller or bank manager during normal business
hours. As banks are not open on the weekend, it’s not uncommon
for people to withdraw money on Friday to hold them over until Monday.
Any complex financial moves are also restricted to visiting in person
during business hours, meaning that unless they pull some strings or
call in favors, even wealthy characters will have problems trying to access
large amounts of currency when the banks are closed. Of course, many
such characters also have expense accounts, which are the big-business
solution to a lack of ready cash, for everything from car rentals to hotels
and fancy dinners.
Thanks to inflation, $1 in 1980 is roughly $3 in modern currency. To
get a basic estimate of what something might have cost back then, you
can take a current figure for a similar item and divide it by three. Of
course, before you go too wild, it’s important to remember that salaries
and bonuses are also subject to this calculation. This is a brute-force
conversion, though, which ignores a lot of economic complexities—for
example, as it was a new technology, an average personal computer was
much more expensive, adjusting for inflation, back then than a basic
computer is today—but it serves fine as a rule of thumb for quick estimates.
If you need more accurate numbers for ’80s prices and salaries,
you can find plenty of specific lists and conversion materials online.
Mon blog: http://www.udo-prod.com avec La Superclique gratuite et les Aventures Spears & Sandals d'Agôn !
Venez à l'UdoCon 2019

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par TwoSharpBlades » ven. mars 22, 2019 11:13 am

Zool a écrit :
jeu. mars 21, 2019 1:39 pm
TwoSharpBlades a écrit :
jeu. mars 21, 2019 12:46 pm
Pour les USA :
  • des disque dur de 1 Go :-)
1 Go ?! Non c'est beaucoup plus tard (fin des années 90 je dirais), à l'époque on était plutôt dans les 20-40 Mo de disque dur et quelques centaines de Ko de RAM (vu que justement la gestion de la mémoire paginée et étendue sous MD-DOS est venue avec l'apparition des capacités de RAM supérieures à 640 ko)

Mon premier PC acheté avec mon premier salaire en 1994 était un 486SX2-50Mhz avec 4 Mo de RAM et 210 Mo de DD... donc 7 ans avant je te laisse imaginer (les PC 80286 ou 80386 (sortis en 1986) sont d'ailleurs réservés aux Pros ou aux plus fortunés - ils coûtent plusieurs dizaines de milliers de francs de l'époque - et emportent généralement 1Mo de RAM et 40 Mo de DD)

Hitachi avait mis sur le marché un disque dur d'un giga en 82.. et oui je suis d'accord ils coûtaient extrèmement chers.
On voyait plutôt des systemes avec double lecteurs de floppy disk.

Par comparaison un ordinateur genre video genie system coutait 4000fr en 1983

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Julian_Manson » ven. mars 22, 2019 11:16 am

Comment ca se passe quand un PJ est Ko / décédé? Parce qu'il me semble que les PJs ne "meurent" pas...
"Shang Bu Han: C'est toi qui te fais des idées! Moi, depuis le début, j'ai jamais dit que j'avais un sabre! [ ... ]
Ennemi: Mais qui es-tu à la fin?
Shang Bu Han: On m'appelle "L'Epée sans lame" je crois. Cela vient juste d'être décidé..."



pseudo
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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par pseudo » ven. mars 22, 2019 11:31 am

- Les cartes de téléphones pour les cabines téléphoniques
- Faire le 16 1, pour appeler Paris depuis la province
- Pif Gadget
- Tilt microloisirs
- Les pins, notamment celui ci:
Image
Ce qui nous amène à la acid-house.

- Le super, l'essence au plomb
- Le bebeteshow
- Les emissions de Stephane Collaro
- Recré A2 avec Cabu
- Les tortues ninjas, et plus generalement des ninjas partout, à toutes les sauces
Dernière modification par pseudo le ven. mars 22, 2019 11:44 am, modifié 1 fois.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
(knights of the dinner table #73)

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Kaetel » ven. mars 22, 2019 11:32 am

Julian_Manson a écrit :
ven. mars 22, 2019 11:16 am
Comment ca se passe quand un PJ est Ko / décédé? Parce qu'il me semble que les PJs ne "meurent" pas...



Quand un PJ est brisé, il échoue à tous ses tests automatiquement. Il faut qu'on lui porte secours. Pour récupérer de ses états, il faut qu'il joue une scène avec son socle (un parent, un ami, une grande soeur, etc.) ou qu'il se retrouve avec ses potes dans leur repaire et qu'ils jouent une scène réconfortante. 

EDIT : et effectivement, les enfants ne meurent pas.
L'Art de la table est sur Twitter.
- 26/04: Initiative !
- 08/03: 8 mars (vous en voulez encore ?)
- 23/01: Le test de Bechdel-Wallace appliqué au jdr

Ceux qui rêvent éveillés ont conscience de mille choses qui échappent à ceux qui ne rêvent qu'endormis - Edgar Allan Poe

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Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Kaetel » ven. mars 22, 2019 11:56 am

Udo Femi a écrit :
jeu. mars 21, 2019 2:21 pm
je récupère mon PDF de Shadow of the Century et j'envoie la liste !
Les auteurs ont mis un chapitre entier de conseils pour faire ambiance années 80.

Un truc que j'ai retenu: on. paye. tout. en. cash.
Vive les grosses valises et les liasses de billets en poche.
La Carte Visa et le "plastic Money" ne se démocratise pas avant une décennie (auy US, hein, on est bien d'accord).

EDIT: voilà, brut de décoffrage:

BRINGING THE ’80s TO THE MAX!
Tips for Creating an Authentic Setting
Spoiler:

Capturing the unique flavor of the 1980s is one of the great joys of
Shadow of the Century, but it might seem a little intimidating, especially
for players who don’t actually remember the ’80s. Even those who
lived through the decade can find it hard to see clearly through the fog
of nostalgia—or maybe that’s hairspray?—so this section assembles a
number of ’80s themes and tropes to help groups evoke the essence of
this turbocharged decade. You’ll also find some tips on how to turn these
elements to the dark side, so you can make perfect period villains.

ENERGY: TO THE MAX!
One of the nicknames for this decade is “the go-go ’80s,” and with
good reason. Everything accelerates as the decade goes on, and those
who can’t keep up get left in the dust. Exercise programs, music videos,
car chases, rock music, business deals, video games—it’s all one big rush
of hyperkinetic activity that’s getting faster all the time. One reason for
this is the rapidly accelerating level of technology, as the Information Age
really blasts off, but it’s also the zeitgeist of a world where globalization is
kicking in, mass media reaches a bigger audience than ever, and fortunes
that once took decades to accumulate can be made in mere months (and
get lost just as quickly). Staying put means getting nowhere, so go, go, go!
At the Table: Bringing this quality into Shadow of the Century is all
about keeping things constantly in motion. This doesn’t mean you have
to give everything an urgent deadline—though that certainly should be a
factor at times—so much as you should work to imbue scenes with that
sense of constant energy. People work hard and play harder, and whether
it’s a kid at school trying to beat the system or a businesswoman out to
conquer the industry, everyone hustles. Nothing stands still for long, and
if there is a quiet moment, it’s just to take a breather before the tempo
picks up again real soon. Everybody is either living fully in the moment
or busting their butt to get where they can. Even relaxing can get pretty
intense, as vacations are packed with activities! Whatever the PCs are
doing, put them into it 100%, and show the NPCs doing the same.

Shadow Corruption:
Party at Ground Zero
The corrupted version of this trait is a sort of frantic nihilism tinged
with hedonism, a sense of impending doom that causes people to indulge
in shortsighted, destructive behavior. With the specter of the Cold War
going hot and the threat of total nuclear annihilation looming large over
the decade, that same drive can become a cruel instinct to destroy just to
see something crumble. After all, when the world’s about to end, what
does it matter if you kick off the carnage a little ahead of schedule? Some
villains may even work to hasten what they see as an inevitable world
war or nuclear exchange in order to control it, and perhaps to position
themselves as rulers of the world to follow.

Bringing the ’80s to the Max!
EXCESS: LIVING LARGE!

One of the defining traits of the ’80s is the celebration of excess. To
be the best means being bigger, louder, faster, richer, or just plain more
than everyone else. This is a decade of neon colors, teased hair, shoulder
pads, thundering muscle cars, blockbuster movies, and glam metal
bands playing sold-out arenas. Why have good when you can have great?
And who cares about great if you can be the best? Style doesn’t just beat
substance—it locks substance in a closet and goes on a spending spree.
At the Table: Evoking this quality in Shadow of the Century is all about
bringing more, more, more. In games where the gonzometer is set a little
lower, you’d make everything flashier and more impressive. Why use an
average detail when you could use a spectacular one? The villain’s goons
don’t just show up in a beat-up sedan—they roar up in a Lamborghini
and pile out in slick white suits, shiny guns blazing. In games where the
gonzometer is higher, well, all bets are off—never use a little of anything
when a lot will do much better. That goon isn’t just a big guy, but a mountain
of a man, eight solid feet of wicked tattoos, who’s casually bending a
steel bar in half as the characters roll up. A wizard doesn’t just throw a ball
of fire—he conjures a giant dragon head made of searing flame and sends
it roaring at his enemies. Put an exclamation point on your descriptions!
Adding more, though, doesn’t mean you need to make everything more
difficult. Indeed, ramping up the difficulty too early or too often can
make it hard to have suitably climactic scenes later on. Instead, this quality
simply means nothing is done halfway. A bent cop isn’t just a little dirty,
he’s cartoonishly corrupt. A suspicious businessman isn’t just successful;
he’s one of the wealthiest men in the world. A martial artist didn’t study at
a little-known dojo; he studied at a secret monastery hidden away in the
mountains. Even minor characters should get an over-the-top detail—a
habit, a hairstyle, a fashion choice—just to keep up the excess.
Shadow Corruption: Greed Is Good
Of course, the dark side of excess is greed and a devotion to naked
materialism, which are also abundant during this decade. Living large
can easily lead to trampling others to get what you want—and from
junk-bond dealers on Wall Street to drug kingpins sending minions to
push their product on street corners, there’s no shortage of people willing
to ruin the lives of others to get the life they want for themselves. It’s no
accident that these lords of avarice are some of the most common villains
of this era, as they represent the dark side of the growth and hope driving
the decade. Fighting them means not only thwarting their schemes, but
also rejecting the consuming ideology they represent, even if it means
taking a pass on a chance for wealth and security.
86Tips for Creating an Authentic Setting

REBELLION: WE’RE NOT GONNA TAKE IT!
While the decade’s material excesses and cultural fads get a lot of attention,
the ’80s are also a time of rebellion on every level from teenage
culture to global politics. The Baby Boomer generation is graduating
from Woodstock to Wall Street, their youthful idealism clashing with the
urge to settle down and seek stability as they wonder if they can succeed
without selling out. Meanwhile, their own children—the so-called
Generation X—are just starting to come to terms with the world they’ve
been born into, and not liking a lot of what they see. Governments fall,
stock markets crash, and the whole world order seems to be at a tipping
point.
At the Table: One of the best ways to evoke this theme in Shadow of
the Century is to give the PCs unjust systems to rebel against, situations
where insubordination isn’t just right but necessary. And doing that isn’t
too hard when the Shadows are running things and the Century Club has
been forced underground! Whether it’s teenagers in detention fighting
against a bullying principal, or a charismatic newcomer bringing dance
to a repressed town, or a crack commando squad working outside the law
to right wrongs, this decade is full of stories of underdogs and outlaws
rebelling against authority in service to a greater good. Not every organization
or authority figure needs to be corrupt, but when they are, don’t
hold back on making them wicked on every level, from committing petty
personal slights to enacting regulations that affect everyone in their path.

Shadow Corruption:
Appetite for Destruction
Rebellion can be a noble act, but insurrection without direction is its
own worst enemy. Characters who get too careless or zealous in their
efforts to topple a corrupt organization may find themselves in the
uncomfortable position of having made things much worse, while all
manner of villains rush to fill the resulting power vacuum. The characters
may even discover that a villain was pulling their strings all along, using
them to eliminate rivals without getting her hands dirty. She may even
set up them to take the fall, allowing her to sweep into power and remove
the characters with a single stroke.

Bringing the ’80s to the Max!
THE GOLDEN RULE

Like in any game with a historical setting, it’s often a lot less stressful
and more fun to make the setting feel right rather than get obsessed
with factual accuracy. If a game is set in 1981, for example, and the
GM puts on Thriller to help set the mood for a Halloween party the
characters are attending, does it really matter that the album wasn’t
released until 1982? So, unless a timeline discrepancy presents a
significant plot problem—like a crucial plan depending on a major
scandal that won’t happen for another four years—it’s generally best
to place flavor ahead of facts.
After all, a lot of what people imagine about the ’80s actually
includes some elements of the late ’70s and early ’90s, and some
retro-inspired modern movies like Kung Fury, SLC Punk!, and Turbo
Kid or bands like Mitch Murder, Highway Superstar, and Airbourne
do a great job of evoking ’80s flavor despite arriving decades later.
With that in mind, feel free to use whatever events and audio/visual
materials capture the right ’80s vibe for your game. Even if there is
a notable discrepancy, it’s usually best to let it go in the moment and
discuss it after the session ends if it’s still a concern. After all, stopping
the game to point out this sort of error can disrupt the flow of play
more than the error itself!
If all else fails, remember that Shadow of the Century is set in a
gonzo alternate timeline. It’s entirely possible that events happened
at different times, to different people, or have some even stranger
explanation. For example, in one playtest of Shadow of the Century,
a character was blasting a song that wouldn’t come out for another six
years, and when another player pointed out the discrepancy, the first
player just casually answered that the radio in his character’s gonzo
supercar randomly picked up broadcasts from the future. Problem
solved! A cool story element was introduced, everyone had a laugh,
and the story went on. That’s the essence of Shadow of the Century!


LIVING IN THE
MATERIAL WORLD
One element of the 1980s that deserves some attention is its technology,
if only because it differs so radically from the tech of the modern
era. Needless to say, the information here is very general, as many great
leaps in technology happened during this decade—what was state-ofthe-
art in 1980 was often completely out-of-date and forgotten in 1989.
What’s more, the higher the gonzometer, the more these standards may
go out the window, especially as far as the PCs are concerned. But with
that in mind, here are some insights into what daily life was like in the
’80s.

Communication
In this time period, communication is less universally available and
a lot less portable. While cellular phones do exist, they are bulky and
expensive and have notoriously poor performance due to their primitive
networks, and so are mostly seen as upscale business accessories and toys
for the idle rich. Car phones also exist, but are another luxury item and
not within the reach of most consumers. Without a widespread commercial
internet, offices rely heavily on fax machines to quickly communicate
large amounts of information. Long-distance calls are also highly
expensive, making regular contact with distant friends and associates a
pricey idea.
The average house has one phone line—a rotary phone, at that—and,
without call waiting, busy signals are a common frustration. In more
rural areas, party lines are still fairly typical, making truly private phone
calls all but impossible. Having a personal line is thus a coveted treasure
of many teenagers, from the social butterflies to the computer geeks who
need one for a dedicated modem.
People who want to keep in touch on the go can use walkie-talkies
as long as they aren’t going to be too far apart, while a fad for CB radio
has introduced drivers to sharing information on the road, often to the
irritation of truckers and police. Public payphones are plentiful, though
finding a working one in a rough neighborhood can be a dicey proposition.
On the whole, though, it’s not uncommon for people to be out of
touch in ways that feel weird to modern individuals. If you try to reach
someone and they’re not in, you’ll have to leave a message somewhere and
wait for them to get it, keep calling around to try to locate them, or go
out and look for them yourself. Of course, if you call and someone is out,
there’s always the chance that they’ll have a tape-deck answering machine
with a cute recorded message, assuming the tape hasn’t run out already.

Without competition from round-the-clock news channels and the
internet, newspapers are a major, respected source of daily information
for many people. Also, due to the cost of long-distance calls and the
lack of consumer fax and email technology, letters are still a popular
way of communicating with distant friends and relatives, and sending
postcards while on vacation is a way to let everyone know where you’ve
been. Likewise, love letters handed over after class and notes slipped
into lockers occupy some of the same niches for ’80s teenagers as texts
and emails do now, and many groups of friends pass around a collective
notebook filled with quotes, notes, handwritten artwork, and pasted-in
magazine clippings.

In general, unless people see each other regularly in person—or are
willing to spend a lot on phone bills—it’s hard to keep up with the little
details of each other’s lives, or sometimes even the major events if you
are far enough away from each other. This is important to remember in
contrast to the minute-by-minute contact enjoyed by many friends and
relatives today; if a character hasn’t seen someone in a while, chances are
good that they missed some important events! Naturally, this intimacy
lag can make for all kinds of interesting plot twists and developments.

Computers
Home computers are really beginning to come into their own, though
they are still far from the level of ubiquity and sophistication they enjoy
today. Though computers are slowly becoming more prevalent in the
workplace, many people still have little contact with them in their
day-to-day lives and so are still more than a little intimidated by these
strange machines. Spurred on by Hollywood exaggerations like War
Games, it is not uncommon for people to believe that computers have
almost supernatural capabilities in the right hands, leading to some of
the myths about hackers that persist to this day. Of course, in Shadow
of the Century, as the gonzometer rises these myths easily become reality.
Computers rapidly lose any realistic limitations, starting off perhaps a
bit more powerful and useful than they actually were, and can go all the
way up to effectively becoming their own form of magic.
Gonzometer aside for the moment, computer hardware is extremely
limited and can often only store a little data. Some machines have no
real hard-drive space and run programs entirely off disks placed in their
drive, so removing the disk renders the computer unable to run the
program. Software is often made for business applications, though
gaming is becoming more prevalent as the decade progresses. Moving
data between computers involves transferring data to floppy disks, which
are notoriously flimsy and have limited storage capacity, so installing a
single program often requires a half dozen or more disks.

Perhaps most importantly, what is now considered the essential use of
a computer—the internet—is extremely limited and primitive during
this time period, restricted to use by the military, certain government
agencies, related contractors, and select parts of academia. The average
consumer thus has no contact to speak of with the internet, and commercial
internet designed for that market won’t be available until early in
the 1990s. Dial-up services for tech-savvy users emerged much earlier,
however, which led to the formation of the first hacker collectives and
online discussion forums. Users access a bulletin board system, or BBS,
by connecting to the hosting server via modem, meaning a site can only
host as many users at a time as it has dedicated phone lines. Members can
dial up and, once connected, upload or download files, leave messages
for other users, or play games. Popular BBS communities can become
quite close-knit and develop quirky cultures of their own on the far side
of that famous modem connection noise.
While the gonzometer and the needs of the story may alter or nullify
these ground rules, computer hacking is often a bit more hands-on in
this time period. Unless a hacker can locate and compromise a dial-up
connection or other external gateway—which is less common, as many
computers are not externally networked, if they are networked at all—
they’ll have to reach the target computer in person in order to breach
it. Likewise, phone phreaking—the practice of manipulating telephone
signals to get free calls and play other tricks—also involves hands-on
elements, such as creating “blue boxes,” devices that play tones into the
receiver to manipulate the telephone networks.

Entertainment
Cable television is still a relative luxury for most of this decade, so
many homes rely solely on the three main broadcast networks for television
entertainment. Local ultra-high-frequency (UHF) stations are
also available, though they are scoffed at as second-rate homes for old
reruns, cheap syndicated shows, and all kinds of strange homegrown
programming. Though notoriously hard to program, VCRs become
more common during this period, leading to the rise of video rental
stores as well as driving sales of video cameras as people start making
home movies of important events. Movies stay in theaters for longer runs
than they do today, and “catching a movie” still typically means a night
out rather than crashing on the couch at home. Blockbuster movies reach
their heyday as well, ushering in a new generation of big-name action
stars and special-effects spectacles, and big popcorn movies become an
anticipated highlight of every kid’s summer vacation.

While hair metal and synth-driven pop ballads dominate a lot of ’80s
nostalgia, the explosion of music media means there’s a wide variety
of music available, from new wave to hip-hop to goth to boy bands
to hardcore thrash metal. MTV and later VH1 showcase music videos
in a variety of styles, with specialty shows catering to everything from
heavy metal to hip-hop, broadening many musical horizons. Vinyl
albums are still a significant part of the music landscape, though cassette
tapes skyrocket in popularity due to their portability and the ability to
create custom mixtapes. The cassette-playing Sony Walkman and its
many imitators are also must-have items for music lovers on the go. Of
course, the signature musical equipment of the time is the boom box,
a large handheld radio and cassette player. It features prominently in
hip-hop culture but is prized by teens and college students everywhere
for allowing them to set up a party anywhere, not to mention aggravating
authority figures with loud music on demand.

Home video-game systems like the Atari 2600, ColecoVision, and the
original Nintendo Entertainment System enjoy rising popularity as the
decade goes on, with some systems dying out as competition gets fiercer.
However, games on home systems still pale in comparison to those found
in the local arcade, where quarters are king and the games are big, bright,
and loud. Though arcades diminish in popularity as the decade goes on,
they nevertheless represent a big part of ’80s youth culture, as places
where kids can lose themselves in electronic fantasies and where teens
can congregate in a place adults naturally avoid. As a result, many arcades
develop a reputation as havens for delinquents, which of course only
further increases their allure for local kids.

Radio also played a significant part in both entertainment and news,
with most markets enjoying dozens of local stations that specialized in
everything from Top 40 hits to niche genre playlists to call-in talk shows
and even up-to-the-minute news and weather reporting. While music
television and its music videos were rapidly replacing radio as the way
for hit songs to take off and new bands to be discovered, heavy rotation
on popular stations remained a solid way to top the charts, and without
the corporate management prevalent in later markets, DJs were able
to play a much wider selection of music rather than just hit singles.
College radio stations in particular became known as a hotbed for new
and experimental music, forming a whole genre of little-known bands
with cult followings, aptly known as college rock. Taping popular songs
off the radio was also a cheap alternative to picking up a new album, if
prone to picking up the odd bit of DJ chatter.

The ’80s was also a boom era for toymakers, with Saturday morning
cartoons in full swing and whole movies and television shows conceived
as marketing vehicles for toy lines. Action figures, collectible dolls, and
trading card sets were all popular, and the arrival of Christmas catalogs
marked an annual high point for a lot of kids, as they pored over the
glossy pictures of toys to figure out which ones they wanted to bug their
parents for the most. Fad toys came and went, as well, with really popular
toys selling out early, sometimes requiring parents to stand in long lines
or put their names on waiting lists and cross their fingers that they’d get
the call in time for the holidays.

Transportation
Transportation in the ’80s is similar to that of the modern era in many
broad respects, though its practical details are a bit different. Without
GPS or other computer-assisted navigation, many drivers keep a stash
of maps in their glove compartment so they can look up routes to unfamiliar
destinations. Having an inaccurate or out-of-date map can lead
to all kinds of problems for characters in a hurry, particularly if none
of them are familiar with the area to begin with. The only alternative
is asking directions, which presents its own set of potential difficulties,
especially in unfriendly neighborhoods or if the characters appear strange
or threatening to the locals.

The cost of air travel has been decreasing steadily for decades, but it
reaches a tipping point during this time period, with discount airlines
offering fares that would have seemed unbelievable even a decade earlier.
This opens up flying as a viable means of transportation for a whole
segment of the population that never would have considered it before,
with the interesting side effect of stigmatizing long-distance bus travel
as something generally only poor or desperate people do. Regular plane
travel for business becomes something even mid- and low-level employees
might expect, while the range of family vacations expands to include the
entire country instead of just places within reasonable driving distance.
Skateboards are gaining popularity with rebellious teens, though they
are often considered the province of punks, stoners, and other teenage
outcasts, and thus not something that more conventionally popular kids
usually indulged in. By contrast, most kids living in rural areas or the
suburbs ride bikes to get around, while urban kids rely on public transit.
Cycling becoming a health trend means more adults are riding bicycles
too, though it’s still seen as something of a kid’s activity by many, and
an adult chugging away on a bike is a popular subject of “health nut”
mockery.
Last but not least, cruises also enjoy a bit of renaissance, thanks
to everything from popular shows such as The Love Boat to celebrity
endorsements of some of the larger cruise lines. As a perfect combination
of expense and playfulness and sheer velocity, speedboats become iconic
vehicles of the era, and high-speed boat chases are a staple of many action
shows and movies.

Commerce
Cold, hard cash. That’s what rules this time period. While credit cards
exist, they are not nearly as widespread as they would become even a
decade later, nor are they issued quite so automatically. Many consumers
instead use layaway plans to purchase expensive goods in installments
if they cannot afford to purchase them in one transaction. Some local
businesses offer credit or open a tab for a regular customer who comes
up short on funds, but this is a courtesy that is far from universal and
definitely not offered to strangers. Debit cards are still years away too,
and many small businesses either don’t trust credit cards or don’t have
the equipment to handle such transactions, so they insist on cash only.
Many businesses also don’t take personal checks, especially from unfamiliar
customers with out-of-state identification, which means that the
characters need to carry cash as a rule.
As far as getting cash, automatic teller machines do exist but are simple
by today’s standards, with only a few basic functions, and so most transactions
are conducted with a teller or bank manager during normal business
hours. As banks are not open on the weekend, it’s not uncommon
for people to withdraw money on Friday to hold them over until Monday.
Any complex financial moves are also restricted to visiting in person
during business hours, meaning that unless they pull some strings or
call in favors, even wealthy characters will have problems trying to access
large amounts of currency when the banks are closed. Of course, many
such characters also have expense accounts, which are the big-business
solution to a lack of ready cash, for everything from car rentals to hotels
and fancy dinners.
Thanks to inflation, $1 in 1980 is roughly $3 in modern currency. To
get a basic estimate of what something might have cost back then, you
can take a current figure for a similar item and divide it by three. Of
course, before you go too wild, it’s important to remember that salaries
and bonuses are also subject to this calculation. This is a brute-force
conversion, though, which ignores a lot of economic complexities—for
example, as it was a new technology, an average personal computer was
much more expensive, adjusting for inflation, back then than a basic
computer is today—but it serves fine as a rule of thumb for quick estimates.
If you need more accurate numbers for ’80s prices and salaries,
you can find plenty of specific lists and conversion materials online.
Merci, c'est génial !
 
L'Art de la table est sur Twitter.
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Ceux qui rêvent éveillés ont conscience de mille choses qui échappent à ceux qui ne rêvent qu'endormis - Edgar Allan Poe

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Julian_Manson
Dieu en cours d'affectation
Dieu en cours d'affectation
Messages : 2401
Inscription : jeu. nov. 23, 2017 4:05 am

Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Julian_Manson » ven. mars 22, 2019 1:24 pm

Kaetel a écrit :
ven. mars 22, 2019 11:32 am
Julian_Manson a écrit :
ven. mars 22, 2019 11:16 am
Comment ca se passe quand un PJ est Ko / décédé? Parce qu'il me semble que les PJs ne "meurent" pas...



Quand un PJ est brisé, il échoue à tous ses tests automatiquement. Il faut qu'on lui porte secours. Pour récupérer de ses états, il faut qu'il joue une scène avec son socle (un parent, un ami, une grande soeur, etc.) ou qu'il se retrouve avec ses potes dans leur repaire et qu'ils jouent une scène réconfortante. 

EDIT : et effectivement, les enfants ne meurent pas. 

C'est bien trouvé de leur part! cela reste suffisamment chiant pour qu'on sente le côté "KO" sans pour autant tuer le PJ, y'a des idées à reprendre pour des campagnes héroïques ou en tant que MJ on a pas envie de voir les Pjs mourrir..
"Shang Bu Han: C'est toi qui te fais des idées! Moi, depuis le début, j'ai jamais dit que j'avais un sabre! [ ... ]
Ennemi: Mais qui es-tu à la fin?
Shang Bu Han: On m'appelle "L'Epée sans lame" je crois. Cela vient juste d'être décidé..."



Hyeronimus
Pratiquant
Messages : 301
Inscription : dim. janv. 20, 2013 1:58 pm

Re: Tales from the loop - Les Goonies jouent à Stranger Things

Message par Hyeronimus » sam. mars 23, 2019 12:37 am

Solaris a écrit :
mer. mars 20, 2019 6:17 pm
- pas de GPS, Internet quasi nul, pas de tel portable (ou bien énorme pour voiture, Radio CB...
- avion de guerre F14 Tomcat, F15 Eagle, Blackbird, helico Bell, Jeeps, navettes spatiales...
- telephonie gérée par ATT...

Ca me rappelle...

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