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Hey everyone, I know this is a frequent topic. And that various literary minds are currently working on it. But it seems to me, that I always saw the serco as a warrior culture, based on a brother/sisterhood formed through the strife.
And It is this community that I would like to see played up in a serco backstory.
The itani aim is an ultimately selfish one if you look at it. To gain enlightenment and move beyond the people and the world around them, very buddhist. And at the same time, completely alien to a culture that would value the interconnectedness of the world around them greater than the individual understanding.
A warrior culture doesn't have to be a bunch of foaming, raving lunatics, in fact, its rarely that way. The trials of war create an understanding of one's place and a black humor that I do not believe the itani are capable of realizing.
in a sense, I'd like to see it played out as a sort of Taoist warrior culture, vs the Itani Buddhist intellectual culture.
Just an idea though
Edit: I'd also look at the Itani's seeming fear of death. Is the point of life merely to gain more of it?
Edit 2: there just aren't enough people who want to just play villains in this story. The "Art of War"-esque sense to Serco culture generated in this fashion, ought to attract as many as the enlightenment Idea attracts to the itani
And It is this community that I would like to see played up in a serco backstory.
The itani aim is an ultimately selfish one if you look at it. To gain enlightenment and move beyond the people and the world around them, very buddhist. And at the same time, completely alien to a culture that would value the interconnectedness of the world around them greater than the individual understanding.
A warrior culture doesn't have to be a bunch of foaming, raving lunatics, in fact, its rarely that way. The trials of war create an understanding of one's place and a black humor that I do not believe the itani are capable of realizing.
in a sense, I'd like to see it played out as a sort of Taoist warrior culture, vs the Itani Buddhist intellectual culture.
Just an idea though
Edit: I'd also look at the Itani's seeming fear of death. Is the point of life merely to gain more of it?
Edit 2: there just aren't enough people who want to just play villains in this story. The "Art of War"-esque sense to Serco culture generated in this fashion, ought to attract as many as the enlightenment Idea attracts to the itani
now this is an idea i can support, and very much along the way I percieved the serco culture myself.
I'd be more willing to play a Serco character once something like this were around. As it is, I've played an Itani character since I started playing in 2002, with a few Serco and UIT ones along the way.
And before anyone accuses me of being a valk-jock, keep in mind the last time I flew a Valk was in Alpha 3.3.x...
And before anyone accuses me of being a valk-jock, keep in mind the last time I flew a Valk was in Alpha 3.3.x...
Tao Te Ching:
28: Retaining Integrity
Whilst developing creativity,
Also cultivate receptivity.
Retain the mind like that of a child,
which flows like running water.
When considering any thing,
do not lose its opposite.
When thinking of the finite,
do not forget infinity;
Act with honour, but retain humility.
By acting according to the way of the Tao,
set others an example.
By retaining the integrity
of the inner and external worlds,
true selfhood is maintained,
and the inner world made fertile.
28: Retaining Integrity
Whilst developing creativity,
Also cultivate receptivity.
Retain the mind like that of a child,
which flows like running water.
When considering any thing,
do not lose its opposite.
When thinking of the finite,
do not forget infinity;
Act with honour, but retain humility.
By acting according to the way of the Tao,
set others an example.
By retaining the integrity
of the inner and external worlds,
true selfhood is maintained,
and the inner world made fertile.
and one more:
48. FORGETTING KNOWLEDGE
When pursuing knowledge,
something new is acquired each day.
But when pursuing the way of the Tao,
something is subtracted;
less striving occurs,
until there is no striving.
When effort is uncontrived,
nothing is left undone;
the way of nature rules
by allowing things to take their course,
not by contriving to change.
48. FORGETTING KNOWLEDGE
When pursuing knowledge,
something new is acquired each day.
But when pursuing the way of the Tao,
something is subtracted;
less striving occurs,
until there is no striving.
When effort is uncontrived,
nothing is left undone;
the way of nature rules
by allowing things to take their course,
not by contriving to change.
Ahhh Shape!! My braiiin....
(I had to memorize those lines in chinese since I was yey big)
might as well give a go at rping a character like that.
(I had to memorize those lines in chinese since I was yey big)
might as well give a go at rping a character like that.
Just to say this again, I'm writing a Serco backstory already, but those ideas definitely have a lot of merit and I'll seriously consider them for addition. (I've outlined through about the middle of the colony war).
One thing's for certain, the Serco aren't just uncultured brutes - they'd kill themselves off before developing the technology to go into space.
Without going too far into my plans, in the many centuries after landing on Terra II and the current era (a period of about 2000 years) the Serco undergo something like 5 changes of government. The dark side of the Itani will be revealed (several atrocities have been whitewashed in the Itani backstory), and the richness of the Serco culture will be shown in all its glory and in its occasional ugliness. While I can easily imagine the Serco government and how it's run and how it changes as the years pass to reflect domestic and foreign policy, I do need some help building up and filling out the Serco CULTURE.
*me bookmarks this thread*
One thing's for certain, the Serco aren't just uncultured brutes - they'd kill themselves off before developing the technology to go into space.
Without going too far into my plans, in the many centuries after landing on Terra II and the current era (a period of about 2000 years) the Serco undergo something like 5 changes of government. The dark side of the Itani will be revealed (several atrocities have been whitewashed in the Itani backstory), and the richness of the Serco culture will be shown in all its glory and in its occasional ugliness. While I can easily imagine the Serco government and how it's run and how it changes as the years pass to reflect domestic and foreign policy, I do need some help building up and filling out the Serco CULTURE.
*me bookmarks this thread*
hey Shape, when are you on these days?
I have an impulse to give this roleplaying a shot.
~evoli
I have an impulse to give this roleplaying a shot.
~evoli
:) you'll see me probably at 10:00 + (-8 GMT)
j00 secro got pwn3d n00bs
Hey AlienB, haven't you been stop lossed yet. :-P
Some Cultural ideas for Serco.
- Feudalism is Serco social system. Each of the Serco military units receiving land grants after the 2651 War. The smallest unit of land covering a platoon size unit. The unit CO passing down land by hereditary. The peasants are the Guises.
- There tension between the "landed" Serco in the rural areas and the "unlanded" Serco in the cites. In General the "landed" Serco form the ground armies and the "unlanded" Serco form the aerospace forces.
- Each Serco is bred to perform a certain role in society. This can have a big effect on the appearance of a Serco individual. (i.e. land Warriors and farmers having big physical size, pilots being more lean and catlike, scientists and engineers having big brains). Not performing your bred to role is frowned upon.
- Population size is controlled so there is almost no poverty. There is large gaps in income levels based on position in society.
- Should be a sense that time is running out for the Serco. Thus a need to be more war-like and aggressive.
- Feudalism is Serco social system. Each of the Serco military units receiving land grants after the 2651 War. The smallest unit of land covering a platoon size unit. The unit CO passing down land by hereditary. The peasants are the Guises.
- There tension between the "landed" Serco in the rural areas and the "unlanded" Serco in the cites. In General the "landed" Serco form the ground armies and the "unlanded" Serco form the aerospace forces.
- Each Serco is bred to perform a certain role in society. This can have a big effect on the appearance of a Serco individual. (i.e. land Warriors and farmers having big physical size, pilots being more lean and catlike, scientists and engineers having big brains). Not performing your bred to role is frowned upon.
- Population size is controlled so there is almost no poverty. There is large gaps in income levels based on position in society.
- Should be a sense that time is running out for the Serco. Thus a need to be more war-like and aggressive.
"Each Serco is bred to perform a certain role in society."
"Feudalism is Serco social system."
"There tension between the "landed" Serco in the rural areas and the "unlanded" Serco in the cites."
Wow, you just summarized Barrayar, from the Vorkosigan series by Lois McMaster-Bujold: http://dendarii.co.uk/
Read those books, CP, they will definitely help you set up a culture with a strong focus on warfare.
"Feudalism is Serco social system."
"There tension between the "landed" Serco in the rural areas and the "unlanded" Serco in the cites."
Wow, you just summarized Barrayar, from the Vorkosigan series by Lois McMaster-Bujold: http://dendarii.co.uk/
Read those books, CP, they will definitely help you set up a culture with a strong focus on warfare.
I'll say that the "feudal system" and the "bred for certain roles" have already been included. In fact, I think I decided on a feudal system about a month ago, although it's not quite how GrimLeo suggests.
Crippled, email me re: storyline.
I'm ctishman and the domain I get my mail at is mac.com
cool?
I'm ctishman and the domain I get my mail at is mac.com
cool?
One reply to the fudal system would be along the lines of *the first encountered itani since space travel for serco had technology that the secro didnt -this not just scared them as a race - this happened to be just about one of the worst serco that the said itani could have fallen into the hands of, and would not even release him to the said serco *government* at that time... just incase your stuck =D
Such an action would simply not happen in a feudal system. In Feudalism, there are three primary 'estates':
1) The Nobility
Those in the know. The de-facto day-to-day government. Lords, Ladies, Princes, Kings &c. They live well and rule as they see fit, but are all subservient to...
2) The Church
This needn't mean a church in the Christian sense. Feudalism works when the peasants are obedient. In medieval Europe, the church actively supported the feudal system. Lords ruled because they had a right to rule, granted by God through his direct intercessionary, The Pope. Mess with your lord, you're messing with The Pope, and therefore, you're messing with God.
3) Peasantry
The people. Good, moral, God-Pope-Lord-fearing salt o'the earth. They worked and tolerated their lot not because it was anything they wanted, but because it was what God had in mind for them. Social mobility was not a given. Born a peasant, live a peasant, die a peasant, and you'd have a good chance of getting into heaven.
In Vendetta's world, I just don't see Feudalism working. First off, there's the stated emphasis on the games as a path to success. Success means social mobility, which simply isn't in the cards for a feudal society. Once the people realize that those they look up to can rise from the peasant class to become rich and famous lords, the impetus to work the land like a good little peasant disappears. All they want to do is play in the games. Crops rot in the fields. With the foundation gone, the society collapses.
1) The Nobility
Those in the know. The de-facto day-to-day government. Lords, Ladies, Princes, Kings &c. They live well and rule as they see fit, but are all subservient to...
2) The Church
This needn't mean a church in the Christian sense. Feudalism works when the peasants are obedient. In medieval Europe, the church actively supported the feudal system. Lords ruled because they had a right to rule, granted by God through his direct intercessionary, The Pope. Mess with your lord, you're messing with The Pope, and therefore, you're messing with God.
3) Peasantry
The people. Good, moral, God-Pope-Lord-fearing salt o'the earth. They worked and tolerated their lot not because it was anything they wanted, but because it was what God had in mind for them. Social mobility was not a given. Born a peasant, live a peasant, die a peasant, and you'd have a good chance of getting into heaven.
In Vendetta's world, I just don't see Feudalism working. First off, there's the stated emphasis on the games as a path to success. Success means social mobility, which simply isn't in the cards for a feudal society. Once the people realize that those they look up to can rise from the peasant class to become rich and famous lords, the impetus to work the land like a good little peasant disappears. All they want to do is play in the games. Crops rot in the fields. With the foundation gone, the society collapses.
actually you are missing the merchant class of the feudal society, which hovered somewhere between noble and peasant. And a feudal-style society could work very well for the serco in vendetta if you make the guises the peasant class.
Since they are effectively mindless, there is no opportunity for them to want to gain stature, placing all vendetta PC players in the merchant or Noble class. The church can be more or less eliminated as well if the peasants are guises, because it is replaced with programming logic. tho i suspect you could make a case for the church being replaced with the scientists/bioengineers that maintain and control the guises.
Since they are effectively mindless, there is no opportunity for them to want to gain stature, placing all vendetta PC players in the merchant or Noble class. The church can be more or less eliminated as well if the peasants are guises, because it is replaced with programming logic. tho i suspect you could make a case for the church being replaced with the scientists/bioengineers that maintain and control the guises.
The Serco being a warlike culture, "The Church" could be a coalition of the most prominent warriors, think of the hardcore monks you see in kung fu movies. Thier power would lie in the fact that they effectivly control the prominent military forces the serco nation commands and the superior cybernetic implants specfically developed for thier tasks and held as a closely guarded secret not given to any except those aligned with them.
The merchant class was the beginning of the end for traditional feudalism. The rise of the merchant class, creating through commerce citizens of common blood weilding the power of nobles blew a big hole in the idea of a divinely ordained right to rule. Pure feudalism doesn't work in an information society. However...
You make a very good point about the Guises. Feudal peasants were people with brains and thoughts and emotions. They had a culture of their own. Guises are at best farm equipment. They are machines that go back to their nutrient stalls for a bit of downtime, then are put back to work, 37 hours a day, 4 days a week. No downtime at all, no culture, no revolutions. In essence, the perfect serf.
Therefore, we must work to find where the rest of Serco society fits in. With the base needs of food and maintenance taken care of, the rest of society is free to pursue utopian dreams. That their way of life is made possible by what is seen as an abomination is of no concern to them. With the serfs taken care of, the world would most likely form up as follows:
Nobles:
These are the guise technicians and manufacturers. They control production and the basis of society much the way our bankers and money men do today. In keeping with Serco's emphasis on genetics, they would most likely be biologically specialized for two reasons. First to better do their job, second to protect their position, ensuring that citizens from other classes could not just waltz off the street and make a guise. I'm guessing this would be done with bioimplants inserted at birth, containing the sum total knowledge of the social class. These would also differ from traditional nobles in that they would not be warriors.
Warriors:
Think Karun. On average 2.5 meters tall and weighing upwards of 160kg. They are the pride and joy of Serco society, the champions. However, they are not the lords. Since they could no more create a guise than a noble could crush hull plating with a single fist, the societal order is preserved. They are brutish at times, but are not mindless killing machines. There are several specialized classes of warrior, bred and upgraded for speed, strength, tactical intelligence, endurance or a balance of aspects. This is the class that competes in the arena, and it would be suicide for a member of another class to attempt it. Warriors are exceptionally high-maintenance, and this is their weakness. They require a stable home base from which to repair (or occasionally refuel) and heal, but if provided for, they are nigh-unstoppable. This dependence is how the nobles keep them in line.
Merchants:
These are the rest of conscious Serco. The merchants build, trade, mine, scout, guard low-security posts, etc. They do the jobs that are too complex for a guise, but unsuitable for a warrior. Interestingly, the merchant class builds with traditional steel and rockets, eschewing biotechnology with an almost religious vehemence. To mould in flesh is not their lot, and there is intense social pressure within the merchant class to avoid biotechnology. The stations and ships of the everyday Serco fleet are their doing. They are the most independent of all the Serco classes, and are biologically the closest of all to the 'pure human' of old.
You make a very good point about the Guises. Feudal peasants were people with brains and thoughts and emotions. They had a culture of their own. Guises are at best farm equipment. They are machines that go back to their nutrient stalls for a bit of downtime, then are put back to work, 37 hours a day, 4 days a week. No downtime at all, no culture, no revolutions. In essence, the perfect serf.
Therefore, we must work to find where the rest of Serco society fits in. With the base needs of food and maintenance taken care of, the rest of society is free to pursue utopian dreams. That their way of life is made possible by what is seen as an abomination is of no concern to them. With the serfs taken care of, the world would most likely form up as follows:
Nobles:
These are the guise technicians and manufacturers. They control production and the basis of society much the way our bankers and money men do today. In keeping with Serco's emphasis on genetics, they would most likely be biologically specialized for two reasons. First to better do their job, second to protect their position, ensuring that citizens from other classes could not just waltz off the street and make a guise. I'm guessing this would be done with bioimplants inserted at birth, containing the sum total knowledge of the social class. These would also differ from traditional nobles in that they would not be warriors.
Warriors:
Think Karun. On average 2.5 meters tall and weighing upwards of 160kg. They are the pride and joy of Serco society, the champions. However, they are not the lords. Since they could no more create a guise than a noble could crush hull plating with a single fist, the societal order is preserved. They are brutish at times, but are not mindless killing machines. There are several specialized classes of warrior, bred and upgraded for speed, strength, tactical intelligence, endurance or a balance of aspects. This is the class that competes in the arena, and it would be suicide for a member of another class to attempt it. Warriors are exceptionally high-maintenance, and this is their weakness. They require a stable home base from which to repair (or occasionally refuel) and heal, but if provided for, they are nigh-unstoppable. This dependence is how the nobles keep them in line.
Merchants:
These are the rest of conscious Serco. The merchants build, trade, mine, scout, guard low-security posts, etc. They do the jobs that are too complex for a guise, but unsuitable for a warrior. Interestingly, the merchant class builds with traditional steel and rockets, eschewing biotechnology with an almost religious vehemence. To mould in flesh is not their lot, and there is intense social pressure within the merchant class to avoid biotechnology. The stations and ships of the everyday Serco fleet are their doing. They are the most independent of all the Serco classes, and are biologically the closest of all to the 'pure human' of old.