Brave New World 9: How do you make utopias gamable?
Utopias are often portrayed as calm and conflict-free. (Examples include the Brave New World, Star Trek's Federation, Banks's Culture, and the upper-class goings of of much steampunk). How do you create compelling stories and game opportunities based around these cultures? Solutions include the conflict between individual happiness and the greater good (such as Marx's arc in Brave New World), outsiders coming in to the utopia (Gulliver's Travels), the utopia interacting with its "less enlightened" neighbours (Star Trek, Culture), or people realising that the supposed utopia has a darker underside (Soylent Green?).
How can you bring a utopia to the gaming table in a compelling way? Can pure utopias be the setting of an interesting story?