Adventures in Utopia?
My gaming group is looking to try something a bit different than the TL10 game I’ve been running; a “historical” game within the setting that I’ve created.
A brief overview of the current campaign:
------------------ Now my players want to play as Selk during the Utopian Times before the arrival of Humanity. I personally love the idea, as I would love to flesh out their culture and history more fully. But the problem arises on what to do in a Utopian Society without sentient threats. Selk vs. Nature is an easy theme, but that’s better for one-shot stories than an extended campaign… especially since the Selk are pretty much masters of their environment, only disasters (Tsunami, Hurricane) and crossing the deep ocean (due to the vastness and predators) present any real danger. “Quest for Fire" type games centered on the development of tech might work as well, but I’m not sure how fun they would be. So I’m turning to the Forum for ideas… my players like to roleplay, but they also like a few scenes of Action or conflict per session. Thanks in advance! -Trachmyr |
Re: Adventures in Utopia?
A dark and mysterious cult within Selk society threatens to disrupt Utopia. They hear the cult leader is a charismatic (and possibly insane) prophet. The PCs must investigate the cult to preserve the Selk peace and way of life.
When they spend more time on the job, the PCs expose more information. This prophet who claims to see the future says that the Selk must transform their society into a warlike and authoritarian culture to prepare for a "great invasion from the heavens" where "foul demons from afar" ride "beasts of metal" and threaten to destroy the Selk. Does this leader actually see something that is really going to happen? Should his warnings be heeded? Or is he just a crazy Selk with a lucky hunch and a lust for power!? |
Re: Adventures in Utopia?
A couple ideas:
The Selk could discover evidence of their biological history. Social/political/cultural/religious implications ensue. Various groups form. Each contributes to a program of gathering more conclusive evidence. Maybe a quest to find a piece of tech that the AI lost long ago on entry. The tech could even be an Earth-linked communicator. Maybe the AI didn't get it right the first time. The Selk could discover a another version somewhere that creates conflict. |
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And even people with the same goals and motivations don't always agree.
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Would the Selk as a whole accept them, or not? My guess, is if they have been living in a world where everyone was the same and generally worked towards the greater good, then I'd say not. My thought is anything that upset the balance of their society would scare the bejeezus out of them, and many would react accordingly. Also, as knarf pointed out, there would inevitably be differing factions, even in a utopian society. How would the various factions handle the mutant Selk? Well, that's my $0.02. Hope it helps! |
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(Rereading this, it looks kind of like badgering or an attack. I don't mean it that way, I'm just phrasing ideas as questions.)
What is the AI in the starship up to? Did it just give them their version of Holy Scripture and then cut contact? Or is it still in contact with Selk in some fashion? If it is in contact with them, what is it trying to encourage and what is it trying to discourage? How inclined is it to intervene? Is the terraforming finished, or is the AI still tweaking the planetary environment? What if something goes wrong with the terraforming? What if the AI changes? Recontacts if it wasn't in contact or cuts contact if it was? What if the AI changes its messages or actions? Why is it changing? Is it part of the plan? Has something broken in the AI? Did someone or something gain influence over it? |
Re: Adventures in Utopia?
Thanks for the feedback guys! Much appreciated.
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The ship was designed to land, to become the center of a colony. It had habitats, life-support, factories, ore proccessing cpability, and everything else needed to jump start a technologically adavanced colony. But the damage it suffered means that landing = crash. Thus it stays in orbit to preserve it's massive databanks, so that one-day the Selk can claim their history and Technological birthright. Quote:
Through the Interfaces she stayed in contact with the original Selk (who survived reentry) throughout their lives, in the form of dreams. Making sure that they had the best head start she could give them. But eventually the last of the original selk died, and since then there has been no contact. If contact was to resume, some form of communications device would have to be delivered to the selk. Quote:
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The AI did break up it's program into smaller personality shards, in effect a split personality. The smaller programs allow the AI to go online but use fewer servers, thus significantly reduce power consumption. Some of these Shards did turn out to have highly variant personalities and points of view, although their goals remain the same. (AI's in my setting are not truly sentient, they cannot modify their core programming... nor do they *want* to) -------------- The more I look at things, the more an Illuminati style campaign seems the way to go... it gives me more wiggle room, and my player's won't expect it at all. I just never considered Illuminati as compatible with the open Selk society, but in the right context it might be an interesting approach! |
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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 |
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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! |
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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...) |
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Bill Stoddard |
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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). |
Re: Adventures in Utopia?
Presuming I understood the OP's original intention, three books that seem applicable to your scenario:
1) HG Wells "The Time Machine". Because for every happy Elom in Utopia, there's a flesheating Morlock who hates them. Or some sort of guardian or conspiracy that keeps the Selks in line and keeps the machinery of life running ala Illuminati. I'd put an "X-Files" spin on it, with your band of Selks running around trying to get the truth and AI Selk/crazy cults/descendants of the nueral interfaced Selks trying to influence or mislead them. 2) David Weber's "Off Armageddon Reef" A deliberate low tech setting reinforced by religion, with one advanced life form trying to rebuild a technological base to take humanity back to the stars. Naturally, war ensues. Your Selks can be for or against the heretics. Selkie gadgeteers hunted by technology censors might be fun all by itself. 3) Roger Zelazny's "Today We Choose Faces". I don't have a good summary for this one; suffice to say one(?) man is a catalyst effecting the "utopia" they've all been sealed into. I like it for the nested/recursive personality the main character has, kind of like an ancestral memory. I could see one of your Selks deliberately or accidentally created with this trait, where the genetic memory is overly augmented. This would be a longterm and dangerous enemy for your characters. As a character, he could be waiting for certain conditions to be met before he begins his work, or is forced to respond when certain things happen. Kind of combines ideas from 1 and 2. Hope that helps. |
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