Editing
Sci-Fi Monocultures Game:Main Page
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Mechanical Stuff == To expand upon the above idea, I'm thinking that a set of four "Cultural Stats". Each stat ranges from 0-5 (roll 1d6-1 if you're into random character generation), with a 0 representing a total lack of the associated traits in the alien culture in question, while a 5 represents a hugely dominant influence. '''Belligerence:''' Represents competitiveness and the capacity for violence. A rating of 3 or higher probably represents a warrior culture of some type. '''Opportunism:''' Represents materialism and the capacity for manipulation and deception. A rating of 3 or higher could indicate a mercantile culture, a society of space pirates, or even an expansionist empire, depending on other traits. '''Reason:''' Represents intellectual curiosity and the capacity for technological development. A rating of 3 or higher is typically found among high-tech societies with a strong scientific establishment. '''Spirituality:''' Represents all that crazy space hippie stuff you see in sci-fi television. A rating of 3 or higher indicates a monastic culture, and possibly the presence of weird psychic powers. EDIT: It occurs to me that this one may be stated too positively. A hellish theocracy might also have a high Spirituality trait, I suppose. None of these traits are mutually exclusive. For example, it's entirely possible to have an alien culture with high ratings in both Reason and Spirituality, or even Belligerence and Spirituality (you'd probably get a ritualistic culture of honourable space samurai or something in the latter case). In keeping with the source material, perhaps there could also be some mechanism whereby you take advantage of that enlightened cultural understanding stuff to temporarily borrow the traits of your allies. The phrase "Multiculturalism Points" keeps floating around in my head, but darned if I know how I'd implement that. Incidentally, according to this system, I'd peg humanity - as typically portrayed in sci-fi television - at Belligerence 3, Opportunism 2, Reason 3, Spirituality 2. Drop Spirituality by a point and kick Opportunism up to 3 if humans are supposed to be the bad guys. === Trait Values === Maybe the traits would work something like this: '''0:''' Utterly lacking in the trait in question, and incapable of any actions that would roll against it. For example, a culture with Belligerence 0 would consist of shy, retiring pacifists who can't commit violence even to save their own lives (they probably have a hidden homeworld and/or the patronage of a less peaceful species to explain why nobody has wiped them out yet). '''1:''' Capable of the trait in question, but not very good at it and tending to find it actively distasteful. For example, a culture with Reason 1 would probably have a largely mystical/superstitious understanding of the cosmos, and an inherent distrust for science and technology, though they can use it if the have to. '''2:''' The "average" score. Typical of most human societies that don't place any particular emphasis on the trait in question. '''3:''' A significant cultural influence. The culture may have social institutions and popular pastimes that revolve around activities associated with the trait. A culture where public philosophical debates are a spectator sport might be an example of Spirituality 3. '''4:''' A dominating cultural influence. Most of the culture's activities revolve around the trait in question. The stereotypical "corporate overlords" of near-future sci-fi are a good example of Opportunism 4. '''5:''' A monomaniacal focus. Every aspect of the culture serves the trait in some fashion. ''Warhammer 40 000'' orks are a good example of Belligerence 5. === Randomly Generated Traits === ''suggested by Blacksheep'' Shuffle up five hearts, five spades, five clubs and five diamonds. Draw ten of them, and add up the scores. Hearts are spirituality, spades are belligerence, diamonds are opportunism, clubs are reason. These are based on the original meanings of the suits; you might find it easier to remember by using a tarot deck with cups, swords, coins and staves.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information