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= LIfe in the Eight-and-Twenty = == Commentary: A Galaxy Without Poverty? == '''Pteryx:''' Concerning Trekish optimism, there are two key things to keep in mind: 1) Replicator technology is assumed to mean the end of poverty, and 2) Humanity as a whole is assumed to have "grown up". Mess with #2 too much and you start to lose the optimism, but #1 certainly has wiggle room. Replicators have to be powered by something, leaving energy as the only truly scarce resource left. There are certainly renewable varieties, but those aren't portable across space, while the sorts of energies we usually see featured in Trek are -- yet the scarcity of *ahem* antideuterium and dilithium crystals somehow doesn't result in the remnants of an economy, nor does the continued demand for hand-crafted goods (primarily seen in food in the shows). Thus, what I find myself seeing is this: The majority of people stick to planets, where solar and wind energy and such aren't going to go away and thus you have endless replicator energy for those willing to settle for replicated things -- which in the end is no real hardship, just a luxury-free middle-class-esque lifestyle rather than what we'd call "poor". Then you have the likes of starships, which must rely on scarcer yet portable resources, and the people willing to deal with such a "less civilized" mode of living in order to bring the worlds things that can never be replicated -- knowledge, peace, friendship.</small> '''Shadowjack:''' This is trending in the right direction, though I've been very hesitant to permit actual "post-scarcity" semi-luxury. "I needed a job" is a very raw and real motivation, but on the other hand I don't think a "friendly" government like the Feds would permit people to starve for lack of money if it was at all feasible. (And I suspect the other governments would follow suit, if for no reason other than practicality—it's cheaper to prevent food riots in the first place than to deal with the aftermath.) I agree that invoking "unbelievium" fuels just shifts things around rather than eliminating the issues. I'm taking the direction of, for example, ''Transhuman Space'', where high prosperity is possible through advanced but conventional means. However, this is a good start of the theme: Pleasant but dull core worlds, less pleasant but more interesting frontier, and starships with limited but portable resources. '''Lord Draqo:''' Quibble - the key to getting away from scarcity thinking is the idea that with sufficient energy anything is possible, and once you begin working with total conversion of matter (Matter/anti-Matter), you have the energy to accomplish just about anything. However this does not mean the end of an economy, you just have to recognize "money" as a symbol for energy expended to achieve/acquire a resource. People still need to expend energy (work) in order to get stuff. You just don't worry about folding green stuff in your pocket any more. '''Shadowjack:''' That sparks an idea, to tie money directly to energy expenditure; it seems most likely to me for small, closed systems like space habitats, where every activity can be easily metered, but I could see a larger society using it, too, so long as it was well-networked. ''Pilgrim:''' Not bad. You're going to want to set up your antimatter factories somewhere though. You'd probably want them near a sun (intense energy) and probably above the plane of the ecliptic (in case things go seriously wrong). You ''might'' be able to transport antimatter in a series of relays, but I wouldn't want to be within a light second of the relay stations. On the plus side, you have a reason for space travel and convoys. Related, if you're willing to take the risk, and put up with the planetary blight, you could build a ring around the world (stolen from ''Dread Empire's Fall'') that serves as gigantic particle accelerator for mass production of antimatter. Solar powered, conveniently located and hopefully failsafed to a fare thee well. '''Shadowjack:''' Nice. I understand realistically big rings are unstable, gravitically, but there's no reason we can't build a few Halo-style rings. '''Deacon Blues:''' …Even presuming the ability to punch buttons in a computer and get anything you want, the following resources will still be limited: (1) Time. …Which needs get prioritized? Is there a "queue" of demands that the ship's computer has to process? Will my request for a gin and tonic get pushed off for a few minutes if engineering is demanding some advanced widgets? ['''Shadowjack:''' Yes. Definitely.] (2) Creativity. Everyone can make all the clothes they need in a replicator. But how do you tell the replicator what clothes to make? Unless everyone's wearing the same uniform, someone has to come up with new fashion templates. Unless everyone's eating the same swill, someone has to come up with new recipes. Etc. ['''Shadowjack:''' Very, very true. The human element remains important: those who create, or even those who select plans, have important skill.] (3) Information. …How much of anything do you need? Does the ship need more Somethingium ingots or more ounces of Thatstuffinite? Are people more tired of the same bland outfits or the same bland food? This is the kind of information that prices would (theoretically) solve in a scarce-resource economy: more demanded stuff becomes more expensive until supply increases to catch up. However, even with the unlimited replicator, you might still find yourself with a surplus of one thing and a serious shortage of another - unless someone's tracking what you need. ['''Shadowjack:''' The classic problem of a communist economy, but one that the right combination of computers and compromises might make a reasonable approximation of a solution. (Theme of this setting: there are ''always'' gaps.)] (4) Power Source. I know next to nothing about Star Trek, but I presume that the replicator cannot generate whatever powers it. Otherwise, you have a perpetual motion machine, and as goofy as Trek is I don't think they went that far. So the power source for the replicator is now the most precious resource in the galaxy. That ship of yours has phasers, right? ['''Shadowjack:''' A vicious, but appropriate, thought to end upon. War's not going away, but it's fortunately less common and less dangerous. Fortunately, my replicators can't do this. They ''can'', of course, manufacture gasoline or whatever from the necessary hydrocarbons, and there is antimatter manufacturing for high-yield applications. But most energy itself comes from renewables and fusion.] '''A Letter From Prague:''' Yeah. Just because the Federation is a post-monetary economy doesn't mean it's a post-economics economy... '''Shadowjack:''' That triggers an interesting thought… While technically there's ''some'' medium of exchange, it's true that the individuals in some of these societies may not even know about it! I'm tempted to call them "Work Units" and make all the Prisoner fans twitch. "Non-alcoholic vodka, 21 work units!" '''Pilgrim:''' This might be getting away from the core concept, but have you considered agalmics? Its the guts of Manfred Macx's business in ''Accelerando'' and the basic idea is that Manfred is a super creative and synthetist. His fee for his work are the products and services of those he helps, resulting in all but unlimited air travel, some fiendish computer hardware, etc., etc. '''Shadowjack:''' I'll have to look that up; ''Accelerando'' has been on the round-to-it list for a while. '''Shadowjack:''' In the Federated Worlds, lots of dilettante artists and perpetual college students, working just enough to buy whatever new clothing or artwork or vacation they want, and then slacking off again. Not exactly the ''purposeful'' utopia of many people's dreams, but on the other hand, it's far better than starving. "There are always those who want to go down to Wall Street"—those people are the movers and shakers of society. '''Shadowjack:''' I'm not sure I ''want'' a post-scarcity economy. :D Just a "high-industrial" one, i.e. there's ''more'' stuff than now, but I'm not sure I want the different society. Part of the reason for this is: Trek often functions best as analogy for and social commentary upon our own times. That's why the crews in the series tend to be like "a bunch of Americans in space", because most of the audience ''is'' a bunch of Americans. Myself included. :D I filed my taxes recently, and I'm wondering if I will actually get my refund from the state, because California is in financial crisis. ''That's a plot thread right there,'' I mean, that's powerful stuff, which people can relate to! But we can't do it in Trek-as-presented, because they don't ever worry about money. Unless we go to another planet, and go all White Man's Burden on them. "You primitives still use money? Here, let us help you. We can solve this together." "Whattaya mean 'we', Earth Man? FEDDIE GO HOME!" *burns Federation flag* So I kind of want to dial things back, and avoid actual post-scarcity. There's still business and working for a living in the Federation, it's just ''easier'' and more comfortable than now, is all. == Lifestyle and Fashion == === Hats === A great many people approved of the assertion that hats are a necessity, some with highly amusing comments: '''simontmn:''' I agree… Hats are what separates us from barbarism. This is why we've been barbaric since around 1958. '''Gon:''' "When he lost his hat right after beaming down security ensign Smith knew it would be one of those away missions. If only he had stayed in bed this morning..." '''Doctor,Wildstorm:''' Remember, any mission where you lose your hat is a bad mission! '''Shadowjack:''' If I did this for outright comedy, you just ''know'' the Klingon warrior-types would get die Jäger akzent from ''Girl Genius''. "Oh, ja, remember dot schmott guy from der Shtarfleet! Hoo-boy, vas he funny! All dot peace bizness. Ha, der High Council made him dance for ''veeks''—I neffer laffed zo hard!" Since I'm going a little more serious than that, sadly no, but it's oh so tempting. '''AimesJainchill:''' In addition to pockets and hats, we can't forget BOOTS. We must have BOOTS for the outdoors! With tread, and grommets! And kicking people! === Personal Relations === '''Doctor, Wildstorm:''' Just because a species isn't too human doesn't mean humans won't at least try to have sex with it. '''Shadowjack:''' But the neo-dolphins will have beaten them to it, and can give advice on the best positions. "All you have to do is hold your breath for twenty minutes… oh, right. Human. Well, ''improvise.'') '''Myth:''' Also, I'm willing to enroll just for that Andorian soccer player. If we get paid, or get to wear hats, that's cool, too. '''Shadowjack:''' I don't swing that way myself, so I'm glad to know the picture works. :) I did remember to use layers with the lovely lady, so she is available in several color-schemes… ;) == Law and Politics == === Commentary === '''Wolfwood2:''' If it's an FBI game, let's talk about crime. It's already difficult enough to hide in modern society. Anywhere not on the fringes, and everything you do gets logged somewhere. The FBI tracks crimes across interstate boundaries; presumably the sci-fi FBI tracks them across interstellar boundaries. But how do we give it that Star Trek twist? What can be done with a crime story that justifies all this setting work? 1) 'Is it a crime' crimes. The PCs are presented with a legal system sufficiently from the one they're bringing in that they aren't happy with it, and jurisdictional issues are unclear. Do they try to subvert local laws, live with them, or figure out a clever end run within the system? 2) 'Fled to Brazil' crimes. The criminal they're after has taken refuge with a local ruler and the PCs have to show why he should be extradited. 3) 'What just happened' crimes. The crime involves an alien type (as opposed to a modded human) and difficulties in communication are such that the PCs are having trouble understanding what the testimony means. Any of that strike any inspiration? I'm trying to get at what makes an FBI game in Federal Space different from running just an FBI game. '''Shadowjack:''' These are exactly the sorts of details I need to work out. One of Matt Howarth's Keif Llama stories has a good setup: Keif herself, a "xeno-tech" (inter-alien relations facilitator), had the unpleasant job of escorting a bunch of alien kids on a field trip. Human kids, it would've been way below her pay grade, but alien kids, she gets stuck with it. The field trip is attacked by an assassin; she holds it off until it makes a mistake and is destroyed. After the debriefing, she's informed that she is "innocent of all charges"—what were the charges, she asks, puzzled? Turns out that one of the kids was nobility, and it's tradition on its world to assassinate the heir to the throne, so that the planet can remain a democracy. If she'd interfered ''intentionally'', she'd have been guilty of a crime… In another story, she's called in to find out whether a crime was committed by a human against an alien. The alien lacks the cultural and language context to explain what happened. The human seems nice, and insists he doesn't understand. It's not until she obtains video of the crime that it all comes together. (Child rape, as it turns out.) The exact relationship of the Federation to its worlds is important. Perhaps varying levels of interaction: Full membership, where you agree to abide by all Federal laws and grant all citizens particular rights. Partial membership, where you benefit from Federal defense, but aren't full participants. Trade partners only, where there's just an embassy. Contacts, who are left alone unless they request assistance. Various restricted zones. Which crimes the Feds can investigate—what's considered a crime? With as wide-ranging as the Federated Worlds might be, I could imagine that a team of troubleshooters essentially ''has'' to include diplomatic staff and legal staff. Is the local law at odds with Federal law? Or is it legal, and we now have to work around it? Are we caught by the language barrier? Perhaps they have limited diplomatic immunity, but have to obey certain restrictions to keep it. Perhaps they get granted temporary rank within that planet's rank structure—congratulations, Detective, today you're a General. Hmmm. One idea I had for developed worlds, borrowed from ''Transhuman Space'', was extremely rapid processing of certain paperwork. You could get a routine search warrant on minutes' notice, and public video databases are likely extensive. It could be a setting where there's more information than can easily be searched or scanned—the trick is knowing ''what'' to find. And, come to think of it, is video admissable evidence or not, given how easily it could be faked? (Perhaps it's permissable to start an investigation, but not sufficient to get a conviction.) The courts are important, too. It might be fun to play with inquisitorial courts, rather than adversarial courts… a Judge who gets interested might request information from all angles of a case, bringing to light things that many people might wish hidden. Hmmm. Federal-level crimes: brainstorming. Stuff like piracy, of course, though I suppose the Fleet handles that. Interstellar smuggling, kidnapping, terrorism. Corporate crime. Espionage. Government-scale crimes, like genocide or civil rights violations. Trafficking in restricted technologies, whatever those may be—WMD are the most obvious. Ordinary crimes committed on government property? Incidents involving diplomatic personnel? Any foreign incident involving Federal citizens? Crimes involving citizens of more than one world? '''E.T.Smith:''' "Planet-crashing" comes to mind, outsiders sabotaging a world's infrastructure to artificially create a market for goods or eliminate competition. Sort of the reverse version of banned tech. "If the damn Feds wont let us sell fusion-powered toasters to the natives, we'll just have to bring 'em down to where they'll be desperate for a pack of matches. Should only take a couple rocks lobbed in from orbit, and we'll be able to unload two or three shipments before anyone back in the core notices." Sadly, I can easily imagine unscrupulous traders callously inflicting wide devastation just to turn a quick buck. Such tactics might be the hidden cause behind all the sudden plagues the ''Enterprise''-type ships keep having to run shipments of vaccines to. '''Shadowjack:''' You are an EVIL BASTARD. I LOVE YOU. Suddenly, I've got villains for a ''great'' cops game. Especially if they're ''smart'' and ''sneaky'' nasties—how do you tell if the planet is falling apart naturally, or because of outsider action? Time for some undercover action… wow. '''Fringe Worthy:''' Actually: They don't have to collapse the planet. All they have to make sure they are first there, or prevent other people from finding out early enough. So they are villains.. not by their actions, but by their timing. Hey, you can even have the Socialist Menace! A bunch of anti-capitalists who do their best to find failing planets and delivering aid, and/or helping them help themselves before those bastards can do it themselves and charge for it. :) '''Shadowjack:''' Marvellous! Applause! '''s/LaSH:''' Speaking of anti-piracy measures, which governments are most likely to sponsor privateers, and how do their rivals react to this? I imagine that tremendous amounts of drama can be generated with a few 'neutral zone' areas and competing imperial interests... '''Susanoo Orbatos:''' My thoughts ar the Imperials and League seem to have the individualic mindset to do so vs Federals or Repulicers who'd have similar groups but they are actively deniable agents of the government. You'd also probably have many little "third world" types areas of a few worlds strung together that don't have the power or reach of the major guys but taking them out would be problematic those I'd think would be a hot spot of pirates. '''Punkey:''' First, for your main Federation police agency, I think that it would make more sense for them to be structured more like the Naval Criminal Investigative Service or NCIS than the FBI. NCIS, despite being the primary investigative agency for the US Navy, is mainly staffed by civilians rather than military personnel, with people being hired from other federal agencies, military criminal investigative services and state and local police. They do more than just investigate murders and other felonies on naval bases, they're involved in anti-terrorism (NCIS were the first responders to the USS Cole attack) and counter-intelligence operations (many foreign agents have been caught as a result of NCIS operations). The FBI is a purely civilian law enforcement agency with no direct jurisdiction over military-related cases, and seeing how much of the setting involves militaries of one kind or another, it would make sense for the primary Federation-level law enforcement agency to have jurisdictional control over the Federation military. It gets players in on more Top Secret kind of incidents, plus, given how wide-ranging military operations and bases can be, it gives players and GMs more options when it comes to interesting interactions and confrontations with other nations. On the flip side, I think that a more "gray hat problem solver" setting would work just as well as the Federation Cops. Think of them as a mix between your Splinter Cell-esque spy and heist group and a police investigative unit. They could work for any number of groups, a nebulous Federation-level diplomatic agency like their State Department or UN, an intelligence agency like the CIA or NSA, or some shadowy governmental conspiracy. At any rate, they work for a group that doesn't technically have jurisdiction over criminal investigations, but they're their organization's investigative group, looking into crimes, espionage or other threats to whatever group they work for. They're more willing to break the law (seeing as they're probably already doing so just doing their jobs), and quite possibly run into our NCIS-esque team on occasion. They're sent in when legitimate police would be unable to investigate, don't have the right tools or too many scruples to do the job, or when something needs solving and it kept hush-hush. '''Shadowjack:''' Since this is an ''optimistically'' realistic setting, when black ops units appear, they get discovered after a while and shut down by the good guys. :D I love the NCIS idea, though. Extending it into the Trek realm, you've basically got a group of after-the-fact investigators who double-check the actions of Starfleet explorers. The guys who have to clean up the mess when the planetary computer was phasered, who have to confirm whether or not it really was necessary to upend the entire caste system, who have to resolve the issues of a botched first contact. The mood of the Temporal Investigators from DS9 fits: "Kirk?! The man was a ''menace.''" == Religion == '''shadowjack:''' Religion's another one of the tricky elements that I'm examining. Roddenberry posed a future in which human religion barely exists, which seems really unlikely to me. And I'm an atheist. '''mindstalk:''' Well, it's hard to say, since Trek-like is in a novel socioeconomic space. Closest Earth model to it is Europe... where religion is doing better than "barely exists", but does seem to be on the wane, and for purposes of public or political life often does barely exist. Individuals might think the First Cause loves them or hope for an afterlife, but they don't talk about it much or have it sway their politics. From different traditions, Japan seems similar (of course, they believe other wacky stuff, like blood type psychology), and while Korean Christians are a stereotype, the CIA has S. Korea has 25% Christian, 25% Buddhist, and 50% non-religious, though there's a shamanistic undercurrent not measured there. Trek, and your Federation, are like super-Europe, Europe on <s>steroids</s> boosting drugs carefully tested for safety and efficacy, with more material security from want or fear, more displayed control over life, more advanced science. So saying "some people believe, but they're quiet, and a few people *really* believe but they're few, so to first order you can ignore it all" doesn't seem ridiculous. Perhaps people are more usefully described not by whether they believe in a god but whether they subscribe to "human rights" or to utilitarianism, whether their goals are to enjoy lots of pleasure or to leave an impact on the world. '''Shadowjack:''' Good points. == Elsewhere == === Commentary === '''Wolfwood2:''' Where is the frontier and what rumors are there about what's lurking out there? '''Shadowjack:''' I haven't a clue, since I've been thinking along the lines of an "FBI agents" game. The Borg are out there, somewhere. Probably more lost colonies, more aliens. Maybe planet-killers and huge space constructs. Maybe vast sweeps of uninhabited rockballs. One thing with dispersed space is that there aren't really hard-and-fast borders—there are unexplored worlds ''within'' Federal space, that no one's gotten around to checking out. Heck, parts of Federal and Alliance space may ''overlap''.
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