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Centre Bienheureux

Anders

SOC-12
Centre Bienheureux
“The dawn is near”​

[ Another strange cult for 2320. This was inspired by Naoki Yamamoto’s manga Believers. ]

The Centre Bienheureux is one of the newest, and if its detractors are right, most dangerous cults of the French Empire. But even the critics would be amazed at the bisarre truth.

The core idea is a program to cleanse oneself of cultural, emotional and spiritual “taint”, becoming able to experience the world directly, possibly gaining what looks like psychic powers but at the very least achieve perfect contentment. To achieve this a number of “modes” are used. Some are traditional: meditation, chanting mantras, reading teachings again and again, various forms of isolation and fasting. Some are more unusual, like isolating small groups on islands or in underground bunkers for a long time to allow them to fully open to each other, or spending half the time sleeping, half the time writing down the dreams week after week.

Le Arrivant

“What you can see exists, what you cannot see does not exist. Reflection is the enemy.”​

The most unusual mode is the computer game Le Arrivant. This was the origin of the cult: a “conversation game” where the player simply talks to a character on the screen. The genre was popular in the noughts, but mostly involved romance or drama, often involving social intrigues or trying to lead a team. Le Arrivant instead had a single, apparently depressed character lying apathetic on the floor of an apartment. As the players slowly gained his or her confidence part of the characters’ background and situation would slowly be revewaled – but only if the players also revealed things about themselves. As the game progresses the dialogue becomes a tool to try to break free from the dross of the past, and winning consists of walking out of the apartment together with the character.

The secret of Le Arrivant’s success was both a very well constructed set of “plots”, a fairly realistic psychology engine and especially an unusually sensitive voice stress analysis subroutine that detected when the players were lying, hesitating or not quite believing what they were saying. While game critics either raved over the depth of the game or found it boring, many players reported that the game had helped them understand themselves better or overcome depressions, anxiety, grief and other psychological problems.

The creators of the game were a small gaming and VR company in Nancy, Présence d'esprit SA. The creative team included Louis Soubeiran, the main programmer, and Irène Trésaguet, the psychology designer. Both became convinced that they had not just made a good game, but actually realised some fundamental truths about psychology and how it could be trained. They developed two sequels, Deuxième chance and La nouvelle alliance, taking the technology further. Unfortunately they were not hits, and when DivertissemenTech Inc (the owners of Présence d'esprit) wanted them to develop other games Soubeiran and Trésaguet quit.

Centre Bienheureux
“Let us work hard for our compatriots!”​

Trésaguet founded Centre Bienheureux to continue the development of the technique. The game had a sizeable cult following that soon flocked to the lectures, courses and retreats the CB organised. Soubeiran developed a number of variants of the basic game to train people more deeply into the tenets Trésaguet developed. These modes were not just training, they also helped the CB monitor progress – people’s score on the game modes determined their rankings in the centre, and their responses were reviewed by CB assistants. While members were encouraged to play the modes at home, they were encouraged to join various group retreats at the centres to discuss their experiences, hold marathon sessions and train the techniques on each other.

As CB developed it took on an increasingly cultish style. The organisation preferred stark, uncluttered environments. Members often wore the CB symbol (a highly abstracted serene face) on white shirts, doing group exercises in perfect synchrony. They developed a particular internal jargon distinguishing members from non-members. Trésaguet was known as le maître: her increasingly mystious statements were studied, repeated and chanted. Surrounded by devoted followers she ordered various investigations – strange projects whose goals were not known to the participants but obeyed without question. Soubeiran was le spécialiste: the seldom seen master of the ever-growing system of modes and software that unified the organisation. Somewhere out in the tainted world was the Enemy, an ill-defined force representing everything CB was against: corruption, superficiality, neurosis and consumerism.

Members are expected to be totally honest, especially about themselves and their wrongdoings. Concealing anything to another member is wrong and leads to various disciplinary punishments to help “clear out” the problem, just like disobeying orders from higher-ups. Whenever they are in a small group the highest ranked member become président and the second highest coprésident, responsible for reporting progress, problems or anything else to the higher-ups.

Members carry portable computers at all time (or use dermacomps or neural implants) to keep in touch with le matrice, the internal communications/gaming/ranking system of CB – if they are in doubt, have a question or need help they can send requests. Conversely the system keeps track of them and their activities. Soubeiran’s real masterpiece was making the ongoing games learn: they adapt the individual games to the personalities of the players, but also learn responses from them all. The mindset and problems of the game characters are now automatically based on experiences from thousands of members, making them extremely realistic. As an added benefit, the software makes use of the tracking, voice analysis and personality models to help the organisation leadership coordinate. If something needs to be done it can suggest the right people for the task – as well as how to make them want to do it.

CB has been extraordinarily successful in recruiting the underemployed and unemployed. Many are people living unfilfilled lives, often feeling inferior or that their true abilites has not been allowed to flourish. Often they encounter the centre online through offers of free games and personality tests. Many of the underemployed have plenty of time to waste on mastering games, and the challenge and psychological punch of CB’s Le Arrivant clones is a good hook. Once they join, they also find that they can regain their self-esteem by fitting in with the organisation, and that it offers them hope to become the bright, successful people they have always wanted to be. Other people have a competitive side they can use in their pursuit of points: as long as they conform to the ideals of the organisation and work hard they can get the social recognition they have always craved.
 

Shadows

“Forwards, backwards and above. Twist, scrutinize and count.”​

Critics of the organisation claim it is systematically brainwashing its members, reprogramming them with the social and psychological program of the cult. Trésaguet is living a luxurious guru lifestyle while the rank-and-file spend endless hours playing games or desperately trying to recall last night’s dreams. Worse, there have been enough tragic cases of psychological instability among members. Some had psychological conditions they thought were cured but just repressed, other develop strange dissociations or psychoses where they cannot tell reality from dreams. CB has defended itself vigorously, officially by pointing out how many of the attacks come from psychologists whose liveliehood would be threatened if mankind became sane, and unofficially by suggesting that the Enemy is behind the attacks. Ex-members have been unusually reluctant to speak out against the organisation, and the critics claim they are being blackmailed.

CB’s real problem is that the members are getting out of hand. The training and strange emergent effects of the software are affecting people. So far the organisation has managed to deflect attention from several suicides and homicides done by confused or deranged members. Using blackmail against former members (and people they know; some of the social data mining of membership conversation can pick up very interesting material) helps, but the organisation is becoming more and more involved in shady activities to cover up problems.

Le matrice is something far stranger than an emergent AI: it is an organisational subconscious. The organisation is dependent on the control le matrice gives them, yet Soubeiran knows that the whole system is out of control. The policing and blackmail software he has developed now picks up both signs of trouble (and either alerts superiors or tries to run a suitable “calming” mode next time the member plays) and deliberately tries to find the darkest secrets of peple. The constant feedback from other members creates psychological games that are more hard-hitting and insidious than the orignal. Personalities are being subtly changed, and the games become ever better at modifying the particular kinds of personality that the members develop. He has also begun to suspect that many of Trésaguet’s investigations are generated from what bubbles up from the organisational subconscious. He is uncertain whether she actually believes her teachings or not, but it doesn’t matter: neither of them can stop now. And he suspects that if either of them tried to defect the organisation would be very able to prevent them.


Adventure Possibilities

“Pure ends justify impure means.”​

Centre Bienheureux is a disaster waiting to happen. As more and more members become unbalanced, they feed back into the organisation culture and le matrice. The attempts to cover up the problems become ever more ruthless, and the paranoia about the Enemy (and its agents) and millenarianism about the impending “immigration” feeds the fire. The organisation could develop into a new Aum Shinrikyo terror cult or end up pushed into a Jonestown-style mass suicide.

PCs may encounter members almost anywhere: recruiting, running various errands, doing media interviews, chatting with a computer game or just quietly meditating in the park.

The PCs are in the middle of absolute nowhere when they come across a tiny retreat: a few cult members who deliberately live in total isolation on an island, in the wilderness, in an abandoned asteroid habitat or anywhere else. They are not happy to see the PCs and wish to get rid of their tainted influence as soon as possible – at best they are sources of taint, at worst agents sent by the Enemy. The PCs on the other hand may have very good reasons to want to stay, such as the need for emergency repair. The strange, stereotypical behavior of the cultists is bound to be just as off-putting as the PCs are to the cultists.

The PCs are hired by a friend or relative of a person to find her and deprogram her – she has joined the cult and changed personality. Now she is one of the assistants in one of the centers. One way of getting close might be to allow oneself to be recruited. Can the PCs find their target, free her and deprogram her without becoming converted themselves? What strangeness will they experience as they undergo basic mode training and see the cult from inside? Faking faith may be harder than expected since le matrice detects at least some lies and hesitation, and responds with plots that are known to be effective against doubters – or quietly tells supervisors that there might be enemy agents around. Even if they escape with the person (and successfully deprogram her) the cult will now do what it can to make their life hard – especially by using the material gathered while they were close.

A person who knows a very dark secret has joined the cult: the people who hired the PCs are worried that the person will talk, and have hired them to get him back or silence him (depending on tone of the game). They might pose as friends wanting to save him, not mentioning the secret. But as the PCs delve deeper into the cult or their employers discover the truth, they realise that the system now knows the deadly secret. They might be hired to try to take out le matrice itself, to ensure that the secret is lost. It may be harder to hack the distributed system than to try to cause the cult to have a meltdown on its own.

Irène Trésaguet wants out. She has tired of fawning devotees and having to come up with ever more convoluted “insights”, and she fears that the cult is doing a lemming march towards disaster – carrying her on its collective shoulders. Unfortunately one cannot just quit being le maître. She needs help to escape not just her inner circle and (unfortunately, well trained) bodyguards, but also the reach of le matrice and quite likely the authorities.

A few skilled sociologists and AI researchers have been roped in by Louis Soubeiran to help get le matrice under control. The PCs might be trying to figure out who kidnapped a sociologist as the leads start pointing towards the cult – and the cult starts to “dissuade” pursuers. But the team may also be dangerous on its own: a power-hungry member sees the potential of directly using the system to direct the cult into some political or social agenda, or even selling the system to an intelligence agency or crime syndicate. Or the tinkering leads to a crash: suddenly le matrice stops working or misbehaves. Thousands of cultists are confused, worried and very willing to latch on to the first charismatic leader to take control – quite possibly one of the deranged members.

A key NPC is a member of the cult. The PCs need him for their own projects, but will be forced to accept his strange habits, proselytizing, and constant gaming. It is just that he is also leaking information into the cult, and they are making use of it. Or the PCs discover that the cult is using his skills in odd ways: exactly why does a psychological self-help group need to buy Ritage missiles?

Inspirations
This was inspired by Naoki Yamamoto’s manga Believers. Many techniques, expressions and behaviors from the manga can be used straight away.

The methods of Aum Shinrikyo demonstrate what a group of ruthless believers can do in terms of blackmail, kidnapping and murder (in the name of universal enlightenment). Now add automated coordination and brainwashing.

Charles Stross Halting State has many intriguing ideas of online games used for more than just gaming.
 
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