Re: Adventures in Utopia?
The basic question for any campaign is, what kind of conflict do you want to have? Utopia limits the range of possible conflicts.
* Man versus society: Right out; a utopia's inhabitants are all morally committed to their society's ideals, and their society is able to live up to them. * Man versus man: Most utopias manage to eliminate this, but there can be exceptions; even in a perfect society, two men may love the same woman, or two women may both want a job that can only hire one. There can also be rare crimes, frauds, or other unethical acts by the minority of people who don't live by utopian values. Think about how your utopia works. * Man versus God: Many utopias are godless; those that have gods usually are morally committed to the ethics their gods support. * Man versus self: Most utopias have inhabitants with superb psychological insight that frees them of conflicts; but someone with dystopian impulses might have to struggle with them. * Man versus nature: The obvious topic. Heroic engineering is an obvious theme, but you can also have exploration, the pursuit of abstract knowledge, or even the creation of a new enterprise or community. Bill Stoddard |
Re: Adventures in Utopia?
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By having an ememy (this cult prophet) who actually somewhat-accurately predicts the future begs the question...how does the prophet know. But what if the prophet DOESNT know? What if the prophet is crazy and just totally made up a compelling gloom-and-doom story, and there is no evidence that the prophet actually knows the future at all? It's just by chance that the prophecy sort of reflects the future, that only the players know is actually true. The PCs will be obliged to try to eliminate the cult and the prophet because there is no truth to it, not in the game world at least. The players (as PCs) will explain why the humans weren't attacked by the Selk when the humans first arrived, cause no one ever had any idea that this prophecy was true and the PCs stamped out the cult. The PCs will make history (in a weird way) and do their part to create the campaign setting as it exists...a big and important job! |
Re: Adventures in Utopia?
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Where are the neural interfaces they used? Could they be dusted off and re-activated? |
Re: Adventures in Utopia?
Just remember that one person's heaven is another's hell. Any Utopia will have dissenters who think things could be better. (Example: The wealthy in the 1920's and 1930's lived in a sort of Utopia. However, many of them were swept up in the Fascist movement, which led to their Utopia being destroyed.)
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Re: Adventures in Utopia?
Thanks for your feedback, much appreciated! (and I think I have an idea I'll try fleshing out later, but I'm still open to other ideas...) |
Re: Adventures in Utopia?
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Bill Stoddard |
Re: Adventures in Utopia?
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Re: Adventures in Utopia?
The AI can't modify its core programming but there could be disagreements between splinters on what it means. Such as are the selks the only priority or are other colonies from Earth part of its duty.
So it has the resources to create and drop one more selk with a interface (the prophet) but the different fragments of the AI disagree on the steps to take so the prophet gets different instructions depend on which part is active at a given time. |
Re: Adventures in Utopia?
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This is pretty much the plot line I have in mind, but the New Selk (who does not have a clan since she is not decended from the original Selk, a major circumstance in it's own right) is in fact a cybershell housing the AI splinter (The other AI's are know to have destroyed splinter's whose actions diverged from the consensus). The AI's are under no obligation to help the refugees, only to protect the welfare and growth of the "colonists"... the selk. That doesn't mean the AI won't help, provided it will benefit the Selk (something it does in the future with the so-called "Selk-Sympathizers", eventually elevating them to a position of economic control in the system and helping them found a colony on a dwarf planet in the asteroid belt). When the Refugee's ship is detected, the AI consensus is that it needs more data, and will wait for the refugees to arrive to determine how best they can be used. The AI's worry that if they help the Selk industrialize too soon, to be able to defend themselves, this would threaten their developing culture. One AI splinter (with a hobby for psychology) sees the damage that can be caused by the refugees to be far greater than the damage that could be caused by small scale industrialization. Creating the cybershell and drop pod (by canabalizing more segments of the ship, particularly planetary sensors that could be used to detect the location of the cybershell), it leaves. As long as the other AIs do not know it's location, it's unlikely they will risk further cultural contamination to search for it... but it's time is limited, the damage it caused will be repaired not too long after the AI's current dormant period ends. The hook for the PCs will be when a Selk who had supposedly died while crossing the deep ocean (always a dangerous task, with about 1:3000 resulting in death, but needed to communicate between remote commune clusters), is spotted watching a selk from the commune (the two selk were previously bonded, kind of like a marriage reinforced by biochemistry, high in romance and passion, but usually lasting only a few years). The PCs will investigate, and discover that this isn't the first spotting of a dead selk (in other communes). The AI Selk needs help, but wants to keep it's presence and the looming threat a secret from Selk culture. It has been abducting Selk, using a mixture of stockholm syndrome and the selk own desire to protect their sisters and communes to indoctronate them into an illuminati style cult... focused on science and industry, what will be needed to repel the refugees if they attack as the AI fears. Anyways, that's the capsule plot set-up that I think I'm going to run with. I also think I'm going to break this campaign up over the course of three selk lifetimes (the PCs playing different Selk in each section), and not run them consecutively... the first game will be the PCs encountering the originization once the AI is long gone, and the group has very much taken on a quasi-spirtual illuminati cult feel to them. I expect them to try to fight the group, and just about when they have what they need to expose them, one or more PCs discover that they have a family history in the group 9then switch to that campaign for a while). |
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