I think exposition in dialogue needs to be there more to tell us about the characters than to remind us about their setting. I've got a lot of trimming to do on my 1980's urban fantasy, but I'd like to keep at least some of this bit:
The conversation over the next game centred on the altogether safer subject of politics. Gran was a lifelong socialist. She could speak at length on her disappointment at both the Labour Party’s failure to supply the first female Prime Minister, and Mrs Thatcher’s failure to live up to ‘how a woman should run this country’. She went on to ask Richard if he was certain that their Prime Minister was entirely human.
Richard had less interest in politics than his Gran. His leanings were basically similar to hers, setting them both at odds with his father, but he had never played any active part in party politics. With less on his mind, he was able to win the next two games by a small margin. Gran would always be there for him to talk to, even if the time for a full unburdening of his soul was a long way off.
no subject
The conversation over the next game centred on the altogether safer subject of politics. Gran was a lifelong socialist. She could speak at length on her disappointment at both the Labour Party’s failure to supply the first female Prime Minister, and Mrs Thatcher’s failure to live up to ‘how a woman should run this country’. She went on to ask Richard if he was certain that their Prime Minister was entirely human.
Richard had less interest in politics than his Gran. His leanings were basically similar to hers, setting them both at odds with his father, but he had never played any active part in party politics. With less on his mind, he was able to win the next two games by a small margin. Gran would always be there for him to talk to, even if the time for a full unburdening of his soul was a long way off.