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Dystopian societies in Traveller

Well being a sci fi fan dystopian societies have been a staple since Aldus Huxley's Brave New World. So I have been wondering how to go about putting them into the traveller universe.

Reading the space trader is one example where most people are just grouped into being consumers and have to fight a number of addictions put there by the corporations to continue to make profits.

Brave new World the grandaddy of them all is a great example too where every person is genetically bred to a certain station in life.

There are quite a few examples to follow just how would you go about incorporating these things into the traveller universe particularly when the players are often so mobile.

http://en.wikipedia.org/wiki/Dystopia
 
Well being a sci fi fan dystopian societies have been a staple since Aldus Huxley's Brave New World. So I have been wondering how to go about putting them into the traveller universe.
Um... pick a dystopia. Pick a suitable world that hasn't been written up yet. Put dystopia on said world, being careful to file off all serial numbers first.

Or pick a world. Make up your own dystopia.

I don't quite see the problem.


Hans
 
Inserting a dystopian society is easy to work it into the narrative of a campaign is another thing. If Wypoc is a dystopian society convincing yoru characters to care and move forward to resolve things.
 
If it's a new game, have them as natives trying to escape. If its part of a longer campaign where the PCs are passing through, have them stranded, marooned, kidnapped, robbed, make it the source of essential supplies or information, have them break local laws they don't even know about...
 
Gents,

The best dystopias are fallen utopias or failed attempts at creating a utopias.

Back during my days as a GM (when dinosaurs still roamed the Earth) I really, really, REALLY wanted to run a one-shot campaign loosely based on Kornbluth's March of the Morons.

The setting would have been the tired old "Return to the Stars" trope more like Pournelle's Second Empire of Man than Imperium Game's Mileau 0. The players would have been part of a more militarized IISS-like organization who suffer one of those lovely 36 parsec misjumps after tangling with "outies" along the border of some pocket empire.

They re-emerge in "barely known" space naturally. They need repairs and their centuries out of date database points to them a world that had been important in the earlier empire. They arrive in system and quickly pick up the automated beacon from an ancient "crusoe cache". The cache should have all the parts and tools they need but it's sitting in the middle of a huge city under a equally huge building. Obviously, they'll have to deal with the natives to gain access

The campaign would really begin when the players landed and realized that everyone on the planet was criminally stupid. If you've ever seen "Idiocracy" you'll have an idea of what I wanted to do!

I figured it would take once session to handle everything up to the initial landing and maybe four sessions more sessions after that. Never had the chance to run it though.

Regards,
Bill
 
If one wants to play CT, the evil Joes are about as dystopian as one can get in Traveller. Play the Aslan as the Klingon Empire in throes of Civil War where all honour is relegated to expedancy. The whole Imperium could be nothing more than a smokescreen for a bunch of plutocrats who sanctiomously proclaim their superiority over the other bunch in the Solomani Sphere (think 1984 when Oceania must shift its war emphasis for Eurasia to East Asia).
 
Some great ideas. Right now my group is dealing with a petty dictator and trying to rescue someone trials are for show only. Not really a dystopian society but a start. Thanks for soem insight and tips.
 
The best dystopias are fallen utopias or failed attempts at creating a utopias.

Show me a government that isn't a dystopia. :smirk:

They arrive in system and quickly pick up the automated beacon from an ancient "crusoe cache". The cache should have all the parts and tools they need but it's sitting in the middle of a huge city under a equally huge building. Obviously, they'll have to deal with the natives to gain access.

Neat idea. Which worlds would have one of these and why?
I have 'crusoe containers' aboard ship in case of marooning. Much smaller, obviously.

The campaign would really begin when the players landed and realized that everyone on the planet was criminally stupid. If you've ever seen "Idiocracy" you'll have an idea of what I wanted to do!

Not seen it, but it sounds like an amusing plot. Pity you didn't run it, it would have made an interesting story. :)
 
Show me a government that isn't a dystopia. :smirk:


Icosahedron,

One man's dystopia.... ;)

Neat idea. Which worlds would have one of these and why?

"Shirtsleeve" worlds. That's a term I've used for decades now to describe a planet with an environment you can survive in without "much" in the way of technology. It means you can sort of breathe the air, sort of drink the water, sort of eat the native life, etc., etc. In other words, you can survive without a vacc suit. I didn't want to come up with some setting-specific technical classification like Star Trek's classic "Class M". I wanted a something neat and intuitive instead.

At the time I was penciling notes about the idea for my personal slushpile, I was growing dissatisfied with the OTU's population density and the number of biospheres. Nearly every system has a population of some sort no matter how hellish said system may be. I thought the idea of "open spaces" would be interesting. I was figuring on *maybe* one shirtsleeve world per subsector. The rest would be airless rocks, Mars-like rocks, and Titan-like rocks where there were small planets at all.

Next, I figured that the original exploration push would have far outstripped any of the subsequent colonization attempts. Sending exploration vessels across "empty" sectors would be much easier than sending colony ships. A mission would arrive in a region, find the shirtsleeve world, build an advanced base, and then explore the surrounding interstellar neighborhood. While the explorers were out doing their work, the base personnel would be building a "crusoe cache".

The cache was kilotons (or megatons?) of basic long term survival equipment, supplies, and other materials. There'd be a geothermal powered radio beacon marking the location and everything would be stuffed into bunkers only sentients could access. The cache was supposed to be big enough to last castaways decades. (Crusoe was on his island for ~30 years IIRC.) The thinking was that, while no official missions might be back in the region for decades or centuries, there very well be private efforts working in the area that could come to grief.

Much, much later a colony mission landed in much the same area that the cache, location requirements for the old explorers' base and the initial colonial settlements are much the same. The colony tapped some of cache, but essentially ignored it as it grew around (and over) the cache.

After that comes the "collapse". The polity (or polities?) undertaking the lengthy exploration and colonization efforts either collapses under the strain or turns inwards or suffers any number of equally formulaic fates. The "whys" didn't matter to the campaign, only the results would.

Centuries later, another new polity is expanding nearby as is recontacting, conquering, or otherwise gobbling up all the old colonies the original polity founded. One group of scouts working for the "new empire" misjumps and finds itself near trying to access the old forgotten cache on Idiocracy-X.

The End.

Pity you didn't run it, it would have made an interesting story. :)

My personal slushpile contains far more misses than hits. :(


Regards,
Bill
 
I figured it would take once session to handle everything up to the initial landing and maybe four sessions more sessions after that. Never had the chance to run it though.

I had a scenario similar to that in many respects (right down to the fact I never ran it either). The game was supposed to revolve around the idea of someone deciding their way of life is superior to that of the natives and imposing their values and beliefs upon another people as a method of "civilizing" them (in other words, making them more like you), and how quite often, such "changes" prove problematic at best, disastrous at worst.

The concept was that there would be a cluster of inhabitable worlds some distance from the main polity/empire/whatever. Like in most RPG settings, this cluster of worlds would have settled in some past empire that's since fallen, and with the complex web of deliberately fostered interdependencies (to prevent war) would have toppled the entire empire, leaving people alive only on "shirtsleeves" worlds (to use your term) for the most part.

In particular, the cluster that the players would come upon have three worlds "shirtsleeve" worlds. All three worlds would show evidence of colonization by humans. However, two of the worlds would show signs of extensive orbital bombardment and there would be no signs of living humans (though there would be plenty of Terran imports like domesticated horses since gone wild, and so on). The last world would have a reasonably extensive population of humans, kept in place by an apparently tyrannical regime in a single walled city known simply as "Zasitee." This regime would control the world's population by feeding most of the human population on the world drugs that would keep the the population's intelligence low. These "marching morons" would (ineptly) handle most of the world's infrastructure, with a scattering of "normal intelligence" humans running everything as "overlords" and keeping the masses content with plenty of cheap distraction.

Perceptive players might notice that for "evil overlords" the "smart" humans seem to be doing a lot of the work to keep society going. However, despite this, the smart humans definitely do seem to better off than most of them. The regime has gone on as long as anyone can remember, and there's obviously factions amongst the "smart" people to tear the current regime down, though they're small and unorganized. Further exploration would result in the discovery that these intelligence-dulling chemicals are released via the city's waterworks. If the players can control the waterworks, they can prevent the drug from getting out and "liberate" the planet.

The kicker would come when they do liberate the planet. Centuries ago, human colonists realized the area of space was periodically swept by "things" in space a la McDevitt's "The Engines of God." These things seem to be attracted by concentrations of intelligence that they can sense from space. Though the things seem to come by at irregular times, the other two human colonies were wiped out, before the last realized what was happening and took steps to reduce their "intelligence footprint."

When the self-righteous players "free" the world, of course, the suddenly heightened intelligence will bring the things to cleanse their world as well ...
 
The cache was kilotons (or megatons?) of basic long term survival equipment, supplies, and other materials. There'd be a geothermal powered radio beacon marking the location and everything would be stuffed into bunkers only sentients could access. The cache was supposed to be big enough to last castaways decades. (Crusoe was on his island for ~30 years IIRC.) The thinking was that, while no official missions might be back in the region for decades or centuries, there very well be private efforts working in the area that could come to grief.

Much, much later a colony mission landed in much the same area that the cache, location requirements for the old explorers' base and the initial colonial settlements are much the same. The colony tapped some of cache, but essentially ignored it as it grew around (and over) the cache.

After that comes the "collapse". The polity (or polities?) undertaking the lengthy exploration and colonization efforts either collapses under the strain or turns inwards or suffers any number of equally formulaic fates. The "whys" didn't matter to the campaign, only the results would.


I like this basic idea. One thing puzzles me though:

Since the goods in the cache constitute a source of goods for much less effort than 'in-house' production, I can't see any colony ignoring the cache and growing around/over it unless the colony was so small that it couldn't use up the entire cache before the collapse came.

And if the colony was that small, either it wouldn't survive a collapse, or it wouldn't collapse because the cache would support it.
 
Since the goods in the cache constitute a source of goods for much less effort than 'in-house' production, I can't see any colony ignoring the cache...


Icosahedron,

First, there are goods and then there are goods.

While the crusoe cache would have spare parts for starships(1), vehicles, and other equipment, the long term rations part of the equation was something else entirely.

There would be water purification equipment and enough already purified water to hopefully allow not to die of thirst before you set up the purifier.

Food stocks were just as limited. You had enough CHON(2) to keep you going until you could hunt, fish, forage, and grow crops. There would be hunting and fishing supplies complete with instructions about which few species the cache builders had determined were fit for consumption. There would be foraging guides too, eat this part of this plant and avoid that part of that plant. Seed stocks were also limited to those very few Earth and Earth-descended crops the cache builders knew would grow on Idiocracy-II.

The M.O. for using the cache was to stay long to either repair your ship or build the s/c while keeping yourself alive. You were also supposed to replenish the stocks you used, making more CHON, storing seeds, storing water, leaving behind raw and finished materials, and so forth. (While you were supposed to do this and official groups were supposed to check on the caches every decade or so, it would be wise not to assume either happened.)

Second, it was also a question of numbers.

The crusoe cache was designed to keep ~100 people alive until they could hunt, forage, and farm enough to stay alive indefinitely. A colony mission would have perhaps two or three orders of magnitude more people aboard. That number would blow through the crusoe cache food stocks in no time.

The cache's equipment, parts, and materials stocks were too limited in scope for a colony's needs. The cache's technical aspects was designed so that you could build the two rescue vessels I mentioned above. A colony wouldn't need those ships. The cache's material processing equipment; i.e. mini-refineries, mills, etc., were also limited in capacity and narrowly focused. Again, just big enough and designed specifically for building that scout/courier and shuttle.

The cache and it's contents simply weren't big enough and flexible enough for a 10 to 100 thousand person colony to either use or plan on using. Certain portions may have been "looted", but the rest really was of no use.

... and growing around/over it unless the colony was so small that it couldn't use up the entire cache before the collapse came.

The colony wouldn't be using the cache to begin with and the collapse would come long after the colony's founding. The cache would first be ignored, then forgotten. The colony's main city would eventually grow around it. Buildings would abut or cover the mostly underground bunkers. It would always be too much trouble to dig up the entire cache and remove it. With a mostly empty planet, land prices in the "First Landing" city wouldn't get high enough to be worth the effort.

By the time the colony devolved into Idiocracy-II, the cache would be entirely hidden and forgotten.


Regards,
Bill

1 - I figured that sufficiently competent castaways could build a very basic grav shuttle and a very basic scout/courier from the stocked parts. The shuttle to build the scout/courier in orbit and the s/c then to go for help.

2 - A direct rip-oof from Pohl's Hee-Chee novels. It stands for the stuff that makes it up: carbon, hydrogen, oxygen, and nitrogen. While it will keep you alive and healthy, it's essentially a bland mush no one will eat if there are any other choices.
 
Ok, I'm still not entirely convinced, but looking at today's black-box only-just-fit-for-purpose vehicles I suppose it may be possible that the components used to make a grav-shuttle and courier couldn't be used to make surface grav vehicles, international transport, factory power plants, dwellings, or simply melted down and recycled more cheaply than mining new resources...maybe.
I wonder which components would survive?
 
Ok, I'm still not entirely convinced...


Icosahedron,

Neither am I. ;)

It was an sketchy idea I typed up nearly 20 years ago for a campaign I never even fleshed out, let alone ran. It might have worked or I might have changed it or my players might have said "Oh Pah-leeeez, you expect us to believe the crap?" or a couple hundred other things might of happened.

As I originally wrote, it was a small part of that "Empty Spaces" setting I was fooling around with. That's how I generally created campaigns and adventures. I'd slap together an overall setting of varying depth and detail, then explore the nooks and crannies looking for adventure possibilities. This "crusoe cache" idea was just one of several bare-bone ideas penciled in beside an equally bare-bones setting.

Use what you can, discard what you wish, and change what you must.


Regards,
Bill
 
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