A Resource Guide for Live and Tabletop Roleplaying
Games set in the 1920s,
including Lovecraftian Horror and Gangster Genre
Games.
Culture and Hobbies
The "Roaring 20s" were filled with sophisticated
hobbies and recreation. The salary of the average working man rose substantially
in the 1920s, and the middle classes swelled. More Americans than
ever before could enjoy recreation. The "typical" suburban life as we know
it was invented in the 20s, and refined in the 50s. Help us add links about
the popular hobbies of the time.
The rich and playful had hobbies too.
Among the foremost was drinking. The new laws on prohibition
had little impact on the flow of alcohol.
Everything you always wanted to
know about the pale green liquor that was the soul of artistic living.
The Absinthe FAQ really belongs in the "gilded era" - Absinthe is made
from wormwood, and is even more toxic than alcohol - by 1919 it was largely
a thing of the past in America.. But the drink was still fantastically
popular in Paris, where the "expatriate American" culture gathered around
Dos Passos, Hemingway, Gertrude Stein, etc.
The 20s saw the invention of the
Cocktail. Up until this point, cocktails were neither very popular or very
widespread. The Highball is mentioned in the teens, and the British had
been drinking Gin and Tonic to get their Quinine since the previous century.
But "mixed drinks" in the vast variety we know them now simply didn't exist.
Enter prohibition. Cheap alcohol was poorly made, with no quality control.
It tasted terrible. Bartenders in the speak-easies mixed it with sweet
juices to make it tolerable. The result tasted pretty good.
The upshot is that millions of young folks who would never have taken up
drinking because they didn't like the taste of hard liquor found a palatable
way to become "spifflicated." This excellent feature by Hot Wired Magazine
covers the range of cocktails, not just those of the 20s. But you can search
for the term, or determine if a specific drink is period or not.
BOOK REVIEW:
"Centers on the literary giants at the Algonquin roundtable and spirals
outward, encompassing the worlds of advertising, popular music, film, and
politics set against a background of a prospering American economy, the
paralysis of war-ravaged Europe, Prohibition and the appearance of psychoanalysis.
All these factors--and the rising skyline--made New York City a cultural
beacon for the world, author Anne Douglas says."
BOOK REVIEW:
Same book as above. A review with some interesting historical notes.
The Resource Guide for Live and Tabletop Roleplaying
Games set in the 1920s,
including Lovecraftian Horror and Gangster Genre
Games is the property of Gordon Olmstead-Dean.
Your comments and suggestions for additions, or notes on expired links,
are appreciated.
Articles found on these pages may be freely distributed
unless otherwise specificed.