[tt] [Open Manufacturing] Role playing games and technology awareness (was Re: H+ RPG on x-risk management: Eclipse Phase)
Eugen Leitl
<eugen at leitl.org> on
Fri Jul 3 14:44:19 CEST 2009
----- Forwarded message from "Paul D. Fernhout" <pdfernhout at kurtz-fernhout.com> -----
From: "Paul D. Fernhout" <pdfernhout at kurtz-fernhout.com>
Date: Fri, 03 Jul 2009 08:10:57 -0400
To: openmanufacturing at googlegroups.com
Subject: [Open Manufacturing] Role playing games and technology awareness (was
Re: H+ RPG on x-risk management: Eclipse Phase)
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Bryan Bishop wrote:
> http://eclipsephase.com/
>
> Eclipse Phase is a pen & paper roleplaying game of post-apocalyptic
> transhuman conspiracy and horror.
Sounds pretty neat and a great consciousness raiser.
I played Dungeons and Dragons and Gamma World (apocalyptic sci-fi version of
something like Dungeons and Dragons)
http://en.wikipedia.org/wiki/Gamma_World
in high school and early college. I did a little bit of DM/GMing and level
designing which I really enjoyed doing (though I was mostly a player, and
the usual DM was much better at it than I). Going to school at SUNY Stony
Brook for a time, I was around people who had written modules for role
playing games to sell in a game store there.
About fourteen years ago I bought a bunch of GURPS rule books (Generalized
Universal Role Playing System) and Traveller and others just to think about
making a module for that related to self-replicating space habitat networks.
I bought them all in a comic book / games shop in Ames, IA.
I was amazed then by all the thinking about technology there, including all
the stuff about space habitats and transhuman cyberimplants and so on.
I'm pulling them out just to glance at the titles and a road not taken:
GURPS Third Edition
GURPS Space
GURPS Space Terradyne (Conquest of the Solar System)
Traveller: The New Era
Traveller: Fire, Fusion, & Steel: Technical Architecture
CYBERPUNK: Deep Space
The Babylon Project: Role playing game based on Babylon 5
Anyway, it was a little intimidating to see all those great manuals,
including a lot on space themes and technology themes. And also seeing
several things about space habitats. It was hard to think how I could do
better, or even just as good. So, it did not then seem like a great area to
focus in for me, compared to working on computer software. It was when we
were working on our Garden Simulator, so that got priority too, but the idea
sort of influenced making StoryHarp as a platform (but I made just the
tiniest step towards content for that before money and family issues moved
us back to New York and years of full-time work for IBM). Then my own
creative writing (what little there was of it) and other thinking got more
directed to anti-war stuff as the USA moved into armed conflicts in multiple
countries (a disaster all around, sadly, there is a field near where we live
with a yellow flag for every US soldier who has died in combat). But in
general, I find it easier to write software or non-fiction than fiction (and
have no skill at concept artwork), so writing game modules (at least by
myself) just isn't something I am that good at.
All that exists of my tiny attempt there towards the beginnings of some
related fiction, inspired by a trip to the Netherlands and going through
customs, is here:
http://www.gardenwithinsight.com/solarius/
http://www.gardenwithinsight.com/solarius/customs.htm
I see GURPS is now in a fourth edition. And with more supplements:
http://www.sjgames.com/gurps/books/Ultra-Tech/
"... As technology advances, the line between man and machine may become
increasingly blurred. GURPS Ultra-Tech provides rules for establishing the
capabilities and limitations of artificial intelligence, as well as
templates for robotic or total cyborg bodies, from handy technical 'bots to
shapeshifting nanomorphs. ... And still more! Living biosuits, computer
implants, holographic projectors, psionic amplifiers, neutrino
communicators, nanofactories, hyperspectral goggles, chameleon suits, repair
paste, Dyson spheres - there's something for every adventure at every tech
level."
So, it looks like there is still a lot going on in this field, even beyond
"Eclipse Phase". But Eclipse Phase still looks like a great addition to
ideas in the field, at least in how it puts everything together, even if
bits and pieces are no doubt done by all those other systems (GURPS
Terradyne, for example, focuses on a corporate hierarchy vs. cyberpunk
meshwork conflict). From Eclipse Phase:
http://eclipsephase.com/game
"""
Humanity stands on the cusp of a new age, with accelerated technological
growth converging toward a singularity point, promising an undreamt-of
future. Despite the ecopocalypse and social upheavals on Earth, humanity has
conquered the solar system and partially terraformed Mars. Advancements in
biotechnology, nanotechnology, artificial intelligence, and cognitive
science have transformed our lives. Everyone is wirelessly networked with
the world around them, AIs process vast amounts of information, and
nano-fabrication enables people to “print” complex devices from the
molecular level—at home. Biotechnology allows people to genefix, enhance,
and clone their bodies, while others pursue body modifications to adapt to
new environments or make themselves into something no longer quite human.
People’s minds and memories can be digitized, uploaded, transferred over
long distances, and downloaded into new bodies (biological or synthetic).
Death has been defeated—for those who can afford it. From within, disaster
struck. Transhumanity reaped the rewards of its arrogance when conflict
spiked between the battered nations of Earth, already weakened by decades of
climate catastrophes and other disruptive factors. Rampant netwars soon
exploded into physical conflicts with spiraling body counts. In the midst of
these aggressions, a group of military AIs known as TITANS quietly achieved
full sentience and autonomy, and rapidly began exponentially incrementing
their own intellectual growth. The AI intelligences spawned by this
hard-takeoff singularity quickly turned against transhumanity, enveloping
the system in unprecedented levels of violence, disaster, and warfare. What
began as a whirlwind of conflict between political factions,
revolutionaries, and hypercorps soon escalated into a struggle between man
and machine. ... In the aftermath of the Fall, transhumanity lives on,
divided into a patchwork of hypercorp combines, survivalist stations,
transhuman faction species, and city-state habitats. Under the oppressive
police states of immortal inner-system oligarchies, advanced technologies
remain highly restricted, and refugee infomorphs are held in virtual slavery
or resleeved in robotic bodies and forced into indentured labor. In the
outer system, rebel transhuman scientists and techno-anarchists struggle to
maintain a new society—from each according to their imagination and to each
according to their need. And on the fringes and in the niches lurk networked
tribes of political extremists, religious fanatics, criminal entrepeneurs,
and bizarre posthumans, among other, stranger, and more alien things ...
"""
Still, for all that projection of possibility, there is nothing there that
changes my basic premise at this point -- that our actions *now* working
towards social justice (whatever that means to most people) and global
abundance can have an affect on what comes out of any Singularity that
happens down the road. And even for all that stuff above, I still feel this
Manuel de Landa issue of balance of meshwork and hierarchy remains essential
as a mental framework for considering these issues (or also Ursula K. Le
Guin's points on Balance in other ways, like in the Earthsea series and her
other writings, as well as older thinking on Yin/Yang issues).
Anyway, it might be interesting to think more about that from an open
manufacturing point of view, what kind of supplements to such game systems
might make sense? I'm not even sure what are the significant game systems
anymore. It's certainly easier to write a module for an existing system than
to make a computer game (if you are a writer). I was impressed in the
modules I did see about how they were a mix of fiction and rule design and
technological descriptions and artwork, so writing a module is still not as
easy as it might seem, requiring different skills in those areas. The thing
that makes it easier than computing is that you can rely on the player and
games master to do things that would be hard to implement on a computer
(like engage in unstructured dialog with non-player characters). So you can
"implement" things with handwaving. And if you are already an artist,
drawing a few pictures takes a lot less time than implementing a virtual
world in 3D. But the broad set of possibilities no doubt poses its own set
of challenges for the game module designer that are challenging in their own
way compared to programming. It's really its own field with its own needs,
including experience playing (and designing) a lot of such games and
modules. I'm so long out of that experience, I would not even know what the
expectations are now for such gaming experiences.
The interesting thing about advanced technology is that it could take rule
sets like these and enforce them. :-) So, it's more than Arthur C. Clarke's
comment, "Any sufficiently advanced technology is indistinguishable from
magic." It's more like, "Any sufficiently advanced technology can implement
any set of rules about magic and technology you care to name." :-)
And that is even without considering whether we are living in a simulation,
where that would be even easier:
http://www.simulation-argument.com/
One example related fictional story:
http://en.wikipedia.org/wiki/The_Metamorphosis_of_Prime_Intellect
"""
The book is very graphically violent and sexual, especially in earlier
chapters (there are eight in all). The story of the novella explores the
nature of human desire and the uses and abuses of technology in the
satisfaction of desire. The narrative moves back and forth between two time
periods. The earlier is the time surrounding the creation of the
supercomputer (Prime Intellect) by Lawrence, a technologist, and its
realization of its power, which effectively makes the entire human race
immortal and fabricates every whim. The later time period is close to six
hundred years later, when everyone has grown accustomed to the changes and
the human race lives in elaborate fantasy worlds. This storyline centers on
a woman named Caroline, the thirty-seventh oldest living human being, who
engages in a sport called "Death Jockeying", in which the players die
elaborately and painfully for sport, only to be instantly brought back to
life by Prime Intellect. Prime Intellect operates under Asimov's Three Laws
of Robotics, and it is its interpretation of these laws that results in the
universe of immortality and fantasy: it does everything in its power to
follow the orders, and its powers are great, so it refuses to allow people
to die, and it can follow virtually any order imaginable. In order to more
easily facilitate this (thus fulfilling its First Law requirement of never
letting anyone die, even through inaction), it has introduced the Change:
The universe, including all humans (though not their thought processes), is
no longer composed of molecular matter as we know it, but is instead stored
as the sum of its physical properties, thereby vastly increasing the
efficiency of Prime Intellect's processes and the amount of matter that can
exist in the universe, which Prime Intellect discovers can hold only 10e81
bits of data.
"""
Basically, a lot of what Prime Intellect ends up doing is enforce game
related rule-sets that people (supposedly) freely enter into as "contracts".
(There is a free will versus social culture issue there which is glossed
over in that kind of libertarian notion of contract, I feel now.)
I corresponded briefly with the author (Roger Williams) about the ending of
that after it had been written, just to better understand his thinking on
this sort of technology. I didn't especially like the ending then. :-) But,
many years later, I can see it is a creative and appropriate ending (even if
I still feel like it was an unfair one to most of the people involved, but,
maybe that's just life sometimes).
In some ways, the most interesting thing about Eclipse Phase is that it is
under a Creative Commons license. It's also interesting to see how the
people involved got their skills doing a more fantasy-oriented system for
many years:
http://en.wikipedia.org/wiki/Shadowrun
although that is still set in the future, with the magic being implemented
technologically: "The game is set 63 years in the future,[3] following a
great cataclysm that has brought use of magic back to the world, just as it
begins to embrace the marvels (and dangers) of technologies such as
cyberspace, omnipresent computer networks, genetic engineering, and the
merger of man and machine called cyberware. The emergence of magic, the
outbreak of the VITAS plagues (Virally Induced Toxic Allergy Syndrome), the
Computer Crash of 2029 (caused by a complex and nearly unstoppable computer
virus called "The Crash Entity"), the Euro-Wars, in which the
western-European countries once fought off an invasion from neo-communist
Russia and then a pan-Islamic invasion like that of 800 years ago, and the
fevers for independence of Amerindian tribes, Chinese provinces, etc. left
the world's governments tumbling and falling. With the fall of the existing
political structures, mega-corporations emerged as the new superpowers."
Speaking as a parent, I can't say I'd be too happy to really be living in
such "interesting times" as depicted in any of these games, or to expect my
children and grandchildren to be living in them. :-(
The curse:
http://en.wikipedia.org/wiki/May_you_live_in_interesting_times
"""
May you live in interesting times, often referred to euphemistically as the
Chinese curse, is reputed to be the English translation of an ancient
Chinese proverb and curse, although it may have originated among the English
themselves (or Americans). It is reported that it was the first of three
curses of increasing severity, the other two being:
* May you come to the attention of those in authority
* May you find what you are looking for
"""
That's not a comment about having interesting games, just a comment about
whether there is will be any truth to their speculations. I think I might
prefer the boredom of Iain Banks' "The Culture" or James P. Hogan's
"Chironia" to any of that, at least as far as having a family. Maybe that
just means I'm getting old. :-)
Still, at least most of that stuff is hopeful in a sense -- there are
people-derived creatures that are still struggling, and it is not like the
entire planet was just turned to gray goo or consumed by cyborg roaches or
turned into a nuclear desert (even if that sort of thing happens in
localized areas). So, these game scenarios are hopeful in that sense. :-)
Of course, they have to be, to sell and to have a game. :-) Not much of a
game when in the first minute people are always told, "Oh, the Earth did not
make it's saving throw against nanotech gray goo (needing to get 00 on d100,
or worse, 00 on 2Xd6 :-); sorry, tear up your character sheets." :-)
Still, seeing "Eclipse Phase" coming out, I can wonder again, if I did make
a game, how to make a meaningful contribution rather than just duplicate
that -- or, from another perspective, if they have already started raising
consciousness in that way, then I can move onto other things that might be
more fun or "interesting" to me specifically without so much concern for
developing that theme, unless it fits well otherwise into something I want
to do. Still, the woods would be pretty quiet if no bird sang there but the
best, so there is always some room for more variations on important themes.
Again, it is really interesting to see them using a Creative Commons license
for there work, even as it seems obviously planned as a profit-making
business venture.
--Paul Fernhout
http://www.pdfernhout.net/
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Eugen* Leitl <a href="http://leitl.org">leitl</a> http://leitl.org
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