There are three monsters in Wobegon Inbetween: the authorities that threaten to take the kids away, the possibility of not getting enough to survive through scavenging and begging, and the possibility of random death. Yes, random.
Actually, the last two are largely random. There are things beyond the kids’ control, things they don’t understand and cannot hope to control, problems they cannot hope to solve. The kids do not earn their fate, they do not deserve tragedy, they do not fall into it. Nothing in a game feels more out-of-control, more horrifically uncaring than pure chance, and so I leave these things to chance and not to gamemaster fiat. Let the game itself be the villain.
But it’s worse than that. Who do the players (and the gamemaster) most identify with? Is it the characters? Perhaps, but the players are not likely kids. They’re likely older, and also likely to think of themselves as caring people. They may find themselves identifying most with the kindly people who offer handouts to the kids, those same kindly people who may randomly have to offer lame excuses or silence when they have nothing to give, who never go that step further and offer the kids a home. The kindly people aren’t heroes, they’re anti-villains.
Altogether this creates a troublesome relationship between the game and its players, but it also presents a new possible ending for the game, to transform one NPC into a hero who steps up to responsibility. Lots to think about.