Tweaking the factions

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Arenamontanus Arenamontanus's picture
Tweaking the factions
In the egocasting and gear thread Xagroth mentioned that he had the PC ban coded data to show their "hate". This brings up an interesting topic: how to make different factions more or less nasty. One of the nice things about the Eclipse Phase setting is that there are very few card-carrying villains. Sure, exhumans, TITANs and exsurgents are nasty, but even they could in principle be right (maybe turning the universe into computronium actually is the best use of it). The motivations of extreme groups are not necessarily one dimensional or stupid - the bioconservatives of the Jovian Republic have a pretty compelling argument about the dangers of transhumanism with a few billion dead datapoints. Conversely, it is quite possible to promote factions depending on taste: I get the feeling that the EP authors have a thing for anarchy and a bit of dislike of hypercorpors, while I like extropianism and in my games often play up the arbitrariness of informal consensus societies. That does not mean that I always make extropian NPCs saints and anarchies hell holes, of course. In reality any faction will be a mix of motives and competence (Anderson's law: unless there is a special process attracting them, the density of idiots in a group is equal to the density in any other group). But this doesn't mean we shouldn't bias things to fit the stories we want told in the game. An adventure dealing with the Barsoomians might benefit from making the PC nastier, since that is the perspective "from the ground". The next adventure might take place in the politics on Progress, and now the PC might be a completely neutral background and the interestingly sinister forces are Morningstar or Jovian manipulators - and any mentions of the Barsoomians will show them to be rather parochial in their local interests, not seeing the bigger picture. This does not involve changing what the groups are and do: while one could make an apologist version of the Jovian Republic that is actually nice in most respect and isn't much of a military junta, it might be better to just show that it has some good parts and is not all cynical power for power's sake. So, how do you make fractions nastier or nicer without changing much? Xagroth's example is a good one: add a rule that will annoy the players and their characters, but that makes sense for the fraction. Morningstar might function exactly like the Consortium, except that there are lots of little legal incompatibilities keeping the PC lawyer and their muse fuming. Extropia lacks legal rules but replace them with insurance and for-profit law enforcement. And heaven help you if you break the unwritten rules of community on Phelan's - rules that are ad hoc, understood only by locals and rarely explainable ("Yes, but what was it I did that was unmutual?!" "Sorry, even that question disrupts the harmony. Please leave.") There are also cultural patterns and memes that are good for making fractions nicer or nastier. A warm, sincere welcome to an anarchist habitat ("Cool! We don't know how yet, but your presence will likely contribute to our community somehow!") The efficiency of PC societies compared to the autonomist ones ("Our 'fascism' at least runs the trains on time").The paranoia ingrained in all Brinkers since birth. It doesn't have to be the society itself even, it is enough to have characters represent the group. A racist remark from a hypercorp representative. A surprisingly open-minded ultimate. A bureaucratic Argonaut insisting on people following proper methodology. The smugness of a Titanian who thinks they have solved all major political problems. But often it is enough to just slant descriptions. The alien beauty of mercurial mesh sites. The creepiness of the reclaimer compound, all filled with Earth memorabilia and semi-military plans for the Great Project. Give the fractions a voice and some good arguments to throw at players. Look at that impressive Titanian defence satellite: this is something you anarchists couldn't build. Other tricks?
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GreyBrother GreyBrother's picture
Re: Tweaking the factions
Many of my players view the mercurials as a faction that is actually a "nice" and "good" faction. Enter fascist parrots and octopi "Mercurials" fighting over who is better, flashing nanotats/chameleonskin with very unnice messages like "Eight is two times better than four!", etc.
Covariant Covariant's picture
Re: Tweaking the factions
Each faction has internal schisms, and the way that the subgroups fight it out can be an interesting signature for any given group. The Barsoomians, for instance, may have subfactions who advocate extreme violence to other subfactions who go in more for property destruction and political sabotage. Similarly, an agent provocateur will push for different things on an Argonaut research committee than an Argonaut policy board. The internal dynamics of any faction can be just as complex as any of their interfactional dynamics.
Arenamontanus Arenamontanus's picture
Re: Tweaking the factions
Internal schisms are good for nuancing factions or tweaking them. Jovian agents who focus on fighting xrisks, sinister Firewall servers, optimistic consortium entrepreneurs, Belt nationalists... Then there is the unusual bedfellows theme. In my current game the Singer Institute for uplift is somewhat of a good guy group, being reasonable and helpful in fighting an exhuman threat. Everybody knows they are up to no good in general, but in this case they are nice allies. And otherwise neutral groups can become interesting enemies. While my players worry about the Go-Nin Group attack lawyers hunting them, they should really worry about the quiet but careful Nimbus lawyers. The worst thing is that they really do have a case against the PCs...
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Zoombie Zoombie's picture
Re: Tweaking the factions
Plus, hypercorps and their economic systems do promote something that I think the vasty majority of people who survived the Fall would give their eye teeth for: Stability. You can go to sleep and wake up to find an anarchist society has completely shifted as someone has had a totally brill idea that caught on like wildfire. Imagine flash-societies, where someone tweets up a new way of living and people glom onto it because it sounds cool. I mean, I know that four hours does not seem like a long time, but when people are hooped up on Freq and have a sudden breath through as their visual cortex sparks every time they're hit by a cosmic ray, who knows what new societial construction can spring up. In the PC, everyone is surrounded by a comforting memetic blanket. I for damn sure know it is comforting, because I've grown up surrounded by it: Work your ass off, and you could become president one day. Whether or not that dream is real or an illusion is debatable, but it provides solace for a lot of my friends and family. My players are profoundly unnerved by some things in Eclipse Phase. The stability and normalcy of the Planetary Consortium actually appeals to them somewhat. And, frankly, I'd rather live there than, say, Jupiter or some of the more bizarre brinker habs...
Quincey Forder Quincey Forder's picture
Re: Tweaking the factions
I have sub-factions emerging, in my setting, that I call Phyles. they are subgroups of like minded people within or across several. For exemple, in the Scum, I have the Carnivale. Mostly based on the planet of the same name, their fun loving beyond any limits meme is starting to spread even inside the hyperelite of the Consortium.
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Tallai Tallai's picture
Re: Tweaking the factions
My players recently got on the wrong side of PC reps who are, naturally, rather uncaring about their hired goons (players). When the G-men came in to clear the mess as quickly and brutally as possible, they ended up changing sides into a remarkably well-prepared Barsoomian team. Points of interest - The PC reps wanted one guy's stack. - The players failed spectacularly at discretion - PC activated its damage control, who's SOP is to annihilate all involved. By contrast the team had the Movement group save their collective asses. They all have good opinions of their saviours (except one who detests the rest of the team for their breach of contract and is therefore decidedly neutral regarding the Movement group). Personally? I think I'd rather have stayed with the PC - the players are soon to learn that revolutions are greatly romanticised.
nezumi.hebereke nezumi.hebereke's picture
Re: Tweaking the factions
I like to imagine that the factions are more-or-less successful at what they strive for (if they aren't, how do they still exist?) So with that in mind, I like to play the Consortium (and LLA) up as being stable and productive, even if they're rough on individual rights. The Junta is stable and secure, with basically no x-threats coming out of there, plus a stronger sense of tradition and history, at the cost of lower standards of living and individual rights. Automonomists have a ton of respect for individual rights (or for social harmony, depending on the hab), but are less efficient, slower, and more likely to get dead than other groups. Argonauts are producing a ton of knowledge and helping to advance transhumanity, but they're basically outcasts and actively hunted, which reduces their ability to produce goods and their quality of life. According to Panopticon, 'Mercurials' is a wide array of political groups and views, bound generally by the idea of 'non-human transhumans are good and have natural rights', but they're still young, rife with internal conflicts, and harbor a good number of dangerous extremists.
Quincey Forder Quincey Forder's picture
Re: Tweaking the factions
Something to keep in mind is that most people live normal lives, pretty much removed from any Xrisk or exciting event, whatever the faction the live on. Most of them who has the chance to live free of endenture and have a morph will keep it for several years, even most of their lives, depending if they own or lease it, and stay in their own habitat/city. player characters cease to be normal people -if they ever were- the second their first adventure begins. They kiss their normal lives good bye, because from then on, they have attracted some attention. They'll see stuff the most majority of Transhumans won't get to see, and will be changed by it. I guess that some of the SV comes from that, especially if they try to keep a normal life between adventure, keeping their double life a secret. Hell, being with their loved ones will put them at risk, painting targets on their back. Think of Ethan Hunt in the third Mission Impossible. If he hadn't been in the IMF and threatened the arms smuggler played by Hauffman in the first place, the fiancee wouldn't have been kidnapped to force Hunt to fess up about the code. What's really interresting to do, and I've done it numerous times as player and GM both, in many games is to play that shift of perspective, the transition between normal life to 'adventurer', the moment they go through that looking glass, one inch at the time. Seeing that first crack in their world view is a great rush to play. In Media Res is a fun way to play and ideal for a quick adventures like during convention. Continuity is based on that model, but if you first show the 'good, normal' things before going into adventure mode, the contrast is very real for the players themselves, and seeing their 'native' faction, that you've known for x hours of game, under a different angle, degree by degree is another form of horror that suits EP quite well. The fear born of a paradigm shift is one of the deepest, especially if it's progressive.
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Re-Laborat Re-Laborat's picture
Re: Tweaking the factions
Quincey Forder wrote:
The fear born of a paradigm shift is one of the deepest, especially if it's progressive.
This is the core foundation of a lot of existential horror. Violation of normalcy [i]at an axiomatic/core belief level[/i]. Your most effective horror movies tend to be the ones which presuppose normalcy, then violate it. When everyone knows that vampires and zombies exist, they're less terrifying than when you're the only person [i]and no-one will believe you[/i]. Dead people are [i]coming back as brain eating zombies[/i]. The house [i]really is haunted[/i]. The walls are [i]bleeding[/i]. Your favorite food (from the Soylent company) [i]is people[/i]. In all of these cases you're taking something that is very near and dear to people, (survival necessities like 'home' and 'food') or axioms of how the world works ('we killed it, we don't need to be afraid of it anymore') and you're disabling them. A good standard that a lot of movies, books and adventure games play with is 'the room you left and re-entered...Is no longer the same room.' (And there was no time/person/capability for it to change.) This is the giant red flag that 'reality is no longer working the way it is supposed to.' because five-ten seconds is certainly not enough time to have layered that last room in slabs of obsidian, installed a large altar with a carved up dead person on it, and then painted intricate designs in fresh blood on every single surface, etc. It's amazingly simple and straightforward to translate most survival/horror situations into EP. Psi-sleights, exohumans, TITAN-artifacts and nanoswarms are capable of all [i]sorts[/i] of horrific things.
LordMunchkin LordMunchkin's picture
Re: Tweaking the factions
I guess I'm not the only one who was dissatisfied with the portrayal of the factions in EP. Perhaps the greatest offender was the self-parodied "Jovian Junta." To me, the Jovian Junta is a joke. The reasons are many, some of which include their illogical founding, the irrationality of their posturing, and the complete lack of notable subdivisions within. These are what I will focus my efforts on fixing. First of all, why Jupiter? Why would bio-conservatives pick one of the most hostile places in the Solar System to settle when there are so many greener places? I know the phrase "Jovian Junta" rings in the ear, but please don't base a faction on what sounds pleasing to the ear. For me, the most logical place to settle would be Mars. The nations of Earth already had a presence on Mars pre-Fall, and the planet is likely candidate for TERRAforming(i.e. making more habitable for HUMAN life). Placing the Junta in this position also prevents them from falling back into a "Saturday-morning cartoon villain" routine where they slink back into their caves after being driven off by the "valiant” transhumanist. No, the Junta is right in your FACE and you have to DEAL WITH IT. Another thing that bothers me is that that bio-conservatives like the Junta DESIRE to provoke transhumanist. I can understand them being isolationist, but making them seek death against a superior force is firmly placing them within the realms of MADNESS. Of course, if the authors of EP wished to portray an enemy which players could slaughter without remorse(i.e. the "modern barbarian" hypothesis) then they succeeded. However, the setting, as a whole, is poorer for it. To fix it, I would make the Junta like pre-WWII USA, eager to do business abroad but careful to avoid foreign entanglements. Obviously, I'm drawing on a historical stereotype because the US did get involved abroad frequently pre-WWII but it should convey my message. Three sub-factions come to mind when I think of the Junta, each being centered on radical/moderate/conservative bio-conservatism. The radicals would be analogous to the Ultimate in that they seek to improve existing human traits rather than creating new ones. Ironically, these ones might be the most militant in believing human superiority over artificial intelligence. The conservatives would be more like the Junta as portrayed in EP, flats through and through. An interesting twist, however, would be to make this group very amiable towards AI, preferring to have AI's fulfill roles human beings are incapable of rather than radically altering humanity. The moderates would be a hybrid of the two, favoring one or the other depending on the political climate. I could see Junta society made up of a variety of human derived morphs, with radically un/modified models such as Remade/Flats being the minority and ones that feature minor upgrade such as Splicers being the majority. Overall though, Junta society would value preserving the human form and mind, thus making transgenic models Novacrabs taboo. On a side note, I think the Mercurials would prefer Jovian space more than the Junta. The territory itself is undesirable from a human viewpoint, thus allowing them to develop in relative isolation.
Quincey Forder Quincey Forder's picture
Re: Tweaking the factions
for the Junta, my models come from two of the Gundam series, Seed Destiny and 00 From Gundam 00, the Union provides a good militaristic state "protecting" its surounding, and showing some expensionism. The Federation from Gundam Seed (and its sequel, Destiny) provides a good anti-transhuman view, in their search to destroy the Coordinators, even using cloning, mind control, eugenism and genetic manipulation on children But that kind of stuff, their citizens don't see and don't know. for them, the junta is protected from the beings who gave their humanity to survive and would kill them to do just that (propaganda, anybody?)
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Arenamontanus Arenamontanus's picture
Re: Tweaking the factions
There are quite a lot people who "redesign" the Jovian Republic (if you call it the Junta you have bought into the propaganda of its enemies :-) ). Maybe it is because it is the one bioconservative power, or because it seems to be the closest continuation of the USA. I don't think it has been treated any more stupidly than the Planetary Consortium or Autonomist Alliance - the actual information about it easily fits into one or two pages. But clearly it should be tweaked and nuanced to work in your games. It might work well as a distant enemy sending agents (a bit of a cold war Soviet Union) or up close, as a complicated mess of politics and economy that is just as hard to understand and judge as the USA. The mistake is to think that one needs to change everything about it: it is entirely possible to have a military junta being not-evil or bioconservatives actually having a very solid point. Keeping control over nanomanufacturing and avoiding rep economies might actually stabilize things - something many citizens are very happy about. And so on.
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Re-Laborat Re-Laborat's picture
Re: Tweaking the factions
LordMunchkin wrote:
I can understand them being isolationist, but making them seek death against a superior force is firmly placing them within the realms of MADNESS.
Having seen what a clever player can do with the 'Jovian Spy' starter character template, and looking a bit at the commentary regarding the Jovian navy, I'm not sure where you're getting this 'making them seek death against a superior force'. They're a highly capable force and quite possibly they are [i]the[/i] superior force as far as space control-type navies goes. The core book uses the phrase 'Jovian hegemony' in a few places and otherwise makes note of their powerful military. They clearly can't control all of Jovian space, but given the volume implied by 'Jovian space', that isn't saying much; it's sort of like suggesting that a fleet can't be everywhere on an ocean at once. Nevertheless, the Republic can project enough power to levy tolls against any significant use of the Jovian gravity well for close-orbit slingshots...And the rest of the system [i]pays[/i]. That alone suggests the Republic is powerful enough to avoid being trifled with. Consider Germany trying to take on the rest of Europe...Seeing as that very nearly [i]worked[/i]. If they hadn't had a lunatic in charge forcing them to fight a two-front war and expending resources on supertanks that weren't terribly super (And I'm not talking about things like the Maus, I'm just talking about the Tiger and King Tiger...If the metal in those had been used to turn out Pz.IVs, for instance) it darned well might have come out differently. The way I handle the Jovians, they are [i]not[/i] run by a lunatic. I treat them very much as a post-Stalinist Soviet police state, with a lot of attention to Solzhenitsyn's [u]Gulag Archipelago[/u] in terms of state-and-individual surveillance and informant-society behavior, and a distinct 'humans first' mentality. They see themselves as the only bastion of 'true' humanity and while they have some factions which are more hardcore than others about modifications, the vast majority are highly purist and view the sudden diversification of the rest of the system as 'inhuman' and a threat to species survival. They're very concerned with X-threats. ...And from their point of view, X-threats include [i]everyone else[/i]. The way the rest of the system feels about exhumans? That's the way the Jovians feel about the rest of the system: those scary people outside of the Republic have lost touch with what humanity [i]is[/i]: they have potentially infinite lifespans; they are no longer attached to their biological bodies; they let nanitic devices run rampant through their habitats and their bodies; they are [i]unlikely to reproduce as humans[/i] (even without their other perversions; that fact itself presents a threat to the future of the human race). In my visualization of them, the Republic is a fascist state in the senses that it is militant, it is elitist, it is intolerant, and it believes it has a necessary destiny to fulfill by its existence (the preservation of 'true' humanity). There's nothing funny about it. Fear is a powerful motivator, and it is the primary message of their controlled media. Fear of the inhuman. Fear of strong AI. Fear of the alien -- most particularly fear of the aliens that once was human. Their secret police and their military are highly trained and disciplined professionals, reliant upon skill and prowess rather than gene-tweaking. Their elite forces are the best that a splicer can be, and while that means in terms of raw ability various biomorphs and synthmorphs can out-lift, out-react, and even potentially out-think them, they are trained to be effective despite those disadvantages. I picture a great deal of use of HOPLITE-style PA (if you aren't familiar with it, check NPC File Prime) among their elite forces and reaction teams. Consider it this way: if they were an easy pushover, they're such an obvious threat to the rest of the system that attempts would've been made; instead, the rest of the system pays tolls to use Jupiter's [i]gravity well[/i] for crying out loud -- ergo, the Republic is [i]not[/i] easy. I will be frank: The caricature which Posthuman created by calling them 'Junta' except in a few spots, the use of naming conventions, etc., is simply cartoonish and silly. I have thrown out the Core Book's naming conventions for the moons. They're a joke. The Republic doesn't have to be based on hyper-Republican conservatives and obvious villains to be a meaningful threat. In fact, to do so simply makes them a caricature. They do NOT identify themselves with Hitler, or Pinochet. Their heroes are not dictators. Their military/fascist republic is not based on a 'We are re-imagining ourselves as a master race and we shall overcome.', it's based on 'Oh dear ghod, the neighbors are growing tentacles and wiring themselves into computers and switching bodies and turning into Frankensteinian monsters and someone has to think of the children and the future of [i]humanity itself[/i], because what they're turning into is [i]not[/i] human!' There's no need to call up images of blonde-haired, blue-eyed Nordic types and the like. You don't even need to bring up hyperconservative religious fundamentalists. From the point of view of the average citizen of the Republic, the rest of the system is playing Call of Cthulhu [i]for real[/i], mucking about with alien genetics (thank you, Proteans) and TITAN technology that nearly eliminated the human race in a matter of days. By making their fears reasonable and understandable they become a far more powerful and interesting antagonist than by taking a bunch of neo-Nazis and filing the swastikas off them.
LordMunchkin wrote:
Three sub-factions come to mind when I think of the Junta, each being centered on radical/moderate/conservative bio-conservatism. The radicals would be analogous to the Ultimate in that they seek to improve existing human traits rather than creating new ones. Ironically, these ones might be the most militant in believing human superiority over artificial intelligence. The conservatives would be more like the Junta as portrayed in EP, flats through and through. An interesting twist, however, would be to make this group very amiable towards AI, preferring to have AI's fulfill roles human beings are incapable of rather than radically altering humanity. The moderates would be a hybrid of the two, favoring one or the other depending on the political climate. I could see Junta society made up of a variety of human derived morphs, with radically un/modified models such as Remade/Flats being the minority and ones that feature minor upgrade such as Splicers being the majority. Overall though, Junta society would value preserving the human form and mind, thus making transgenic models Novacrabs taboo.
This is not terribly different from how I have pictured the factions in 'my' Jovian Junta, although your radicals are a bit looser than my radicals. Splicers aren't considered to be 'radical', but they're predominantly viewed as a means of sustaining the human breeding pool by removing bad hereditary traits... Improved abilities are a side-effect of creating splicers, not the primary purpose. The most conservative Republicans favor Flats. Remade are right out. Remade and other attempts to create 'human 2.0' fall into the category of self-manipulation which the Republic fears. At the same time, cybernetics that do not involve AI or nanotechnology are highly prevalent in some military groups, as well as being used for medical purposes. Jovian society is not homogenous. There are religious elements and there are secular elements. They are not a transplant of the caricature of the North American 'tea party', but rather are a melange of myriad human survivor cultures and nations, all of whose members value their unmodified humanity over the seething morass of self-manipulation which they see the rest of the system indulging in. From my POV, the radicals are more inclined to push the benefits of 'tamed' AI/AGI research and in some cases limited 'controlled' use of nanotechnology. They're still highly restrictive about limiting themselves to human biomorphs that can 'breed true' and are not manipulated to such an extent that they can see themselves as 'apart from', much less 'better than', true humanity. Conservatives favor Flats (yes, we could remove many of the negative hereditary genetic elements, but we know very well that not all of that junk DNA is 'junk', and some of the negative hereditary elements are survival responses that the race might need again at some future date (if you're curious about how 'negative' and 'survival' go together in genetic terms, look up sickle cell anemia)). The vast majority of the Republic, the middle ground, T.C. MitS, if you will, remembers the debacle of the Fall only a decade ago. There is no prejudice against Splicers as such, providing that the Splicers don't start putting on airs and starting to believe they are functionally different and 'better than' Flats. They're terrified of strong AI. They're terrified of unleashed nanotechnology. They're terrified of the idea of 'losing touch with humanity' whether by export of Ego to other bodies that are 'functionally' more capable but less human; by extending longevity and reducing the urge/ability to breed; or by modifying intellect to such a degree that again, the recipient of the technology sees humanity as 'beneath them'. And that's where they see the rest of the system. From the Republic's perspective, the rest of the system [i]are[/i] the scary 'supermen', and the Republic is a last bastion of sanity and a genetic preserve to ensure that the human race does not go beyond its ability to remain true to itself. This doesn't change the fact that they're a very repressive society compared to most of the other options out there; that they heavily manipulate their own media to encourage fear and informant behavior among their own people; and that they see non-human sapient creatures (AI/uplifts) as little more than slaves and tools at best...And at worst, monsters that should be eliminated from existence. I personally believe that it's a big mistake to caricature fascism, because one of the most terrible and threatening things about it is how seductively it can be made to appear reasonable and sensible to those who participate in it. If you're not clear on that, google "fascism" and "the wave". The core values that enable fascistic societies to arise are very, very seductive and subtle. They aren't caricaturish. They don't involve jackbooted thugs, uniforms, death camps, or even necessarily war. They begin with the idea that 'Through discipline and unity, [i]we[/i] can be better than [i]them[/i].' Lose sight of that, and you're not dealing with how horrific and scary such societies can be, you're dealing with Hollywood Nazis...Easily mocked and dismissed targets with convenient swastikas for identification instead of clown noses. "By Jove!"? No. Ludicrous. Makes NO sense. How the hell did that get there?! Sorry, I can't feel that was anything but a fumble. Republicans don't worship Jupiter as a Roman god, and if they did they wouldn't be making MOCK Victorian euphemisms about it. "For the sake of [i]Humanity[/i]." Again, this is purely my take on the Republic. YMMV.
LordMunchkin LordMunchkin's picture
Re: Tweaking the factions
I'll admit that I call it the Junta more out habit than any factual basis. Hell, only on my second re-reading of the corebook did I realize it was the Republic and not the Junta, such was the dominance of that reference. Ultimately though, I find that merging the Ultimate and the Republic more satisfying. It allows you to create more than one source of division within the faction with can questions like, "Can we improve humanity without losing it?" and "Do we turn over society to evolving artificial intelligences or do we evolve too?" Plus, it allows you to have a capable militant faction, i.e. the Ultimates, and stereotype shattering opposition, i.e. flats. Anyway, I don't think we need to have "nationalist" uplifts spouting their superiority. It would be interesting, however, to see a vec centered faction like the Metasoft Version Tree from Orion's Arm. We have a bio-conservative faction so why not a mechano-conservative one(probably saying that wrong)?
Re-Laborat Re-Laborat's picture
Re: Tweaking the factions
LordMunchkin wrote:
Anyway, I don't think we need to have "nationalist" uplifts spouting their superiority.
Just had to say...Since when has what [i]we[/i] needed had anything to do with the formation of various political spokescritters? :D Also, forgot to mention, I really do see the Republic as a relative of the 'classic' transhuman 'Mechanist' faction [i]a la[/i] Sterling's [u]Schismatrix[/u].
Arenamontanus Arenamontanus's picture
Re: Tweaking the factions
LordMunchkin wrote:
Ultimately though, I find that merging the Ultimate and the Republic more satisfying. It allows you to create more than one source of division within the faction with can questions like, "Can we improve humanity without losing it?" and "Do we turn over society to evolving artificial intelligences or do we evolve too?" Plus, it allows you to have a capable militant faction, i.e. the Ultimates, and stereotype shattering opposition, i.e. flats.
Real life politics often contains absurd coalitions, so this is not too out of the window. When I sketched a bit on the Republic for my own games I came up with this Brinker faction as an ally. This is the bioconservative version of the Ultimates, sacrificing the easy way of using advanced tech for the hard way of being truly human.
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