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Describing the world and its people

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Lorsa Lorsa's picture
Describing the world and its people
It is possible that there has been a lot of discussion around this before (and I did touch the subject when I first came here with little result) but I find it strange that so much discussion has to do with explaining tech or rules and so little with the actual world. This is actually the greatest challenge to me as a GM - to give my players a feeling for how the world and the people in it looks. For example, in the first adventure I had, the players arrived to a fairly large rotating habitat by ship which meant I had to think about how the ship docks with a habitat and how you get into it. The simplest way I thought was if the vessel docked in the middle of the habitat, at a non-rotating part of it (to avoid having to match rotation perfectly before although I guess that is possible too Babylon 5 style). Then they had to exit the ship, move down a zero-g corridor and into a sort of "air-lock" that would start to rotate to slowly match it's rotation with the habitat and then they could climb down into the actual habitat. I have no idea if this is the best way but it is what I could figure out to make sense and it is small things like this that becomes problematic. Then we have the question of how people's homes look. What furnitures do people still use? Do they decorate for the "real feel" or not? And if they don't, what sort of AR overlay do they use? What colours are in fashion? Do they have actual specific lightsources or do light come from everywhere in the roof / walls? Considering you can control your computer with thought, is there any need for monitors or other external computer interfaces? Do people have holo-projectors in their homes and in that case what for? Is there a kitchen or is all food nanofabricated? Describing something simple as a home gets very tricky, you want it to have a certain sci-fi feeling, make sense in the setting and also be possible for your players to picture in their head. The same goes for other parts of the world - the habitats in general, how do they fit together? How are the various floors / parts connected and what sort of travel makes most sense? What sort of "community" places exist (like pubs or clubs) and what do they look like? These are tricky things to me. Most problematic however is how people look. What styles are in fashion? Do people really still use jeans and T-shirts? Do they wear suits? It makes little sense to me that early 21st century fashion would be present in Eclipse Phase but what cuts and materials ARE in use? Is there any reason why people would limit themselves to natural hair colours? In modern and fantasy or even sci-fi settings based on TV-shows, these things are supplied for you. Now you have to make it all up yourself which can be fairly difficult or at least a lot of work as a GM. Oh, and before I forget - we also have the AR overlay. Even though you can decide how much or little you want to see, is there some form of "basic hub" that is used? Do you see people walking around with names over their heads like a MMORPG? Do objects come with attached "links" in your AR overlay that you can click to see history / information? Again the possibilities are endless. So my question is really; how do YOU describe the Eclipse Phase universe, the locations and the people? Personally I think colour is important in all roleplaying, so we shouldn't forget helping eachother out with it!
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Holy Holy's picture
I am new to Eclipse Phase and
I am new to Eclipse Phase and still need to find my view of the world. But I did a first little session staged in a sarcophagus hab of the Jovians. I found it quite nice to describe the difference between the players (Nonjovians) and the Jovians. No real mesh, many people were using hand held devices to access informations and actual terminals were present where people accessed the "net". One idea I have is to describe later on, when they are back on their home station, that there is a gap between people who focus their activites more in Simulspace and people prefering being somewhere physical. I am also wondering about graffiti and art. I like the idea of folks who design interactive graffiti that will talk to you, play sounds, show little tricks (as long as you don't block them). There could even be code wars between these things. You appoint a given AR area and let your "graffiti" fight against each other. The on deleting the other one and looking cool why it does so wins.
Dr. Black Dr. Black's picture
The answer will probably that
The answer will probably that these things differ, especially the fashion. But I agree that a discription of two or three of the hundred variations would be beneficial. Some time ago I thought about an example home, especially what you can archive with the 100 m³ that an average citizen can inhabit. For simplicity assume the home is in a conservative cylinder around Luna or in the Jovian republic, not a freaked out scum barge. This also gives gravity, otherwise the layout of a dwelling would be much more alien to our common sense. Smart Materials The first thing are smart materials: The couch could be more an big cushion that adapts to the posture of the people using it and produces subdivisions as needed. It also can elongate or shorten as wished. This function can archived with memory polymers and clever mechanic – no nanites needed. Given the constraints on space, many functions can be combined. Using your couch as bed is not the most innovative proposal, but you can also save chairs. Today we have one chair for the eating table, one for the desk, one arm chair etc. The could be combined into one chair that transforms as needed. In a cramped habitat I would let many things extrude and unfold when the are needed, otherwise the are folded away. Kitchen In my imagination kitchens are still widespread, at least in the more conservative habitats. First microwave food has been around quite a while, but we still cook. At least fore special occasions people will need a kitchen. Think at the difference of a self made cake and on from the bakery. Second in the inner system blueprints cost money, so it can be cheaper to fabricate the ingredients and cook yourself. Third at least when I make a bread of breakfast, grabbing bread and butter is faster than fabrication. Outside the Joivan Republic the Maker will be the most important machine in the kitchen. There will be at least one, much like a microwave in size. Probably there a no controls other an a off button somewhere on the back, it is controlled via mesh inserts. At least on other maker is in every kitchen, in case you want a coffee when the lunch is being fabricated. This one could be smaller, just enough for a few cups. A fabber is capable of manipulating molecules, so it can also double as mixer etc. Smart materials are also ubiquitous: Instead a dozen specialized tool there are four utilitools. Instead of an oven the countertop is headed under the pot. Cupboards still there, but probably not as many, since there a less tools and many ingredients are fabricated as needed. The dishes are cleaned in the makers, maybe there is dedicated maker for, if you are picky about it. The nanites simply disassemble everything that is not ceramic. This also means that the sink is smaller, you only need it for washing your hands and ingredients. Colors and Style: This is highly variable, but in this home the residents want light colors the forget the void outside the habitat walls. But the are conservative (= stylistic cautious), the do not use strong colors like red. Most is white, with some orange and terracotta. The floor is lined by a light brown carpet. Then there are plants, lots of. Some are arranged to separate different areas of the dwelling. I like the idea of the light coming from the roof instead of defined light sources, its color is like sunlight. Maybe a little bit more sunlight then natural sunlight.
nezumi.hebereke nezumi.hebereke's picture
You're absolutely right about
You're absolutely right about docking at the hob of the torus habitat, with the zero-g hallway. Culture and style has a few major influences; the drive to make things familiar and traditional (pre-Fall), utilitarian, and those people really pushing the edges. Everything you described is possible. But do we want our walls to glow? What do YOU imagine would be the most comfortable setup for someone harking back to Earth, AD2100? Someone who just wants function? Someone making something amazing? Someone who doesn't need visible light to see? Whatever that person wants, they can get, so assume that's what they have. Similar thoughts apply to fashion and art, I imagine. One thing I recommend is checking out Bruce Sterlings Schismatrix. It's a very fun novel, and covers a lot of questions of art and culture in a transhuman society.
Scion Scion's picture
Something I disagree with is
Something I disagree with is the prevalence of makers in your scenario. In the book they are described as both producing a paste and taking a long time to produce it (based on the fabber times). So while this would work in a ship or survival situation where carrying capacity is limited in a habitat people would probably use a mix of hydroponic plants, textured fungi and vat grown meat. These are made available in raw form to inhabitants as part of the energy/matter allocation of the day and can then be cooked at home or prepared by a professional in a restaurant setting, either for credits or the rep points for making a good meal. In the games I run I try to keep in mind the three limits- energy, matter and space. Energy in the habitat has to come from somewhere, matter is limited in terms of which elements are available, fusion and fission aren't available in everyday life and the space available on the habitat is also limited, both from optimization in the original design and the influx of refugees from earth. So while everyone may have AR freedom and food for the week, you will likely not have the space we're used to today and energy rations may be limited, especially in the outer system.
Lorsa Lorsa's picture
I forgot to say that I am
I forgot to say that I am very thankful for your comments. Despite all the possible rules issues, this is by far one of the most important things to discuss I believe, and I wish more people would reply and chip in with their descriptions. More specifically it seems everyone avoids the issue with what people wear. Is everyone naked in your campaigns (considering where mine takes place, some actually are, using only nanotats or chameleon skin) or wearing grey non-descript pants and shirts? I guess I am really shamelessly bumping my own thread here, hoping for even more comments!
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Solar Solar's picture
There is a funny little tale
There is a funny little tale that comes from the Marvel comics offices in the eighties? Nineties maybe? Anyway it's about Jim Shooter (I think) and Walt Simonson. Simonson was the artist and writer on Thor at the time and a bunch of film execs happened to see his work and thought it was great. They asked Shooter if he could get Simonson to do some sci-fi art for them, ideas for movies or whatever. Simonson agreed, he'd draw a far-future settlement image. So he goes away, and he comes back with a picture of a bunch of funny little thatched houses and idyllic gardens and so on. Shooter is all "what's this, Walt?" and Simonson says that in the future they would have really advanced technology that they could incorporate into any design, so they'd just pick an aesthetic they like and go for that while making it entirely modern and high tech. I think that can apply here. I can easily see plenty of groups making their habitats look like anything from history because they can do so without compromising efficiency any more. Form no longer has to follow function, you have the function and then pick the form you like best (within reason of course).
Dr. Black Dr. Black's picture
Some forms that are used
Some forms that are used today are partly determined by technical limitation, or because this form is the easiest for that function. So forms taken for granted today could have changed in EP. @ Scion I agree in the importance of hydroponics and the like that’s one reason why people still have kitchens. But I believe fabbers/makers are integral to the modern kitchen. The extract from the oxygen producing algea is best used as feedstock. Not everything that comes out of a fabber has to be nano-fabricated: Fabbers need some instruments for manipulation of fabricated good, like stir a fluid. This manipulation can also applied to traditional goods, so those fabbers are versatile kitchen machinery. The bad taste only applies to makers and is not mentioned for fabbers, nanofabrication has better options, when there is no need for extreme miniaturisation. Likewise one hour or two production time is not prohibitive, first you can schedule your lunch in advance and second for a complicated meal, it is not slower than traditional preparation.
Holy Holy's picture
Just a little thing:
Just a little thing: I like to have Aeroponics on habitats. Nearly everybody knows about hydroponics but not about aeroponics. Just worth for a little surprise from my players...
mkn mkn's picture
Different habitats/statuses
I imagine the inner system having very stark social stratification. While computing power, digital storage, and energy might be trivially easy to get, transhumanity is a long way from providing even basic accommodations to every ego that wants or needs a body (and a place to put it). I would think common spaces--compartments that can be rented for parties, meetings, big meals, orgies, etc play a big part in people's lives. Co-ops or small businesses/research groups might keep private spaces like this for their exclusive use. Same goes for labs, workshops, etc. Travelers and the working poor make do with a slot in a long-stay hostel, which may be more or less a flop-house. The average person is happy to have a working morph and a small studio style apartment--very much like a hypermodern downtown flat in Paris or Tokyo. There might be a fabber instead of a microwave oven, but a lot of the principles of interior design for small spaces transfers nicely to a hab with gravity. And since most transhumans don't need as much sleep, don't live in large family units, and carry their entertainment around inside their mesh implants, having a physical place to call home is probably not such a big deal (which may mean personal apartments tend to be bland, or just have lots of ephemeral decoration, like a college dorm). Every square meter saved in personal compartments is that much more that can go to open spaces and commons that are arguably more desirable to the average person than a slightly larger place to sleep. As a rule of thumb, I assume that the challenges of housing and life support (even for a large, desireable hab) are *at least* as difficult as the challenges in a modern metropolis--and that's for O'neill cylinders and the like. Modular habitats would probably emphasize common space even further. That's just my take, and I suspect it probably sounds insanely vanilla, but I like to set a sort of mundane baseline, to emphasize the shocking differences you might see in a radical autonomist hab, a scumbarge with no gravity (or concept of 'private' compartment), or Ruster homestead. My rationale is that while basic sustenance and most personal objects have reached a level of post-scarcity, the kind of industrial systems and know-how required to fabricate big, long term habitats for thousands or millions of people is extremely scarce. Hydroponics, Aeroponics, or more traditional gardens are something of a luxury--why take up space and time with growing fresh food, when various machines can produce all the food, air, and water needed? The more exotic and luxurious pads for the hyper elite, on the other hand, probably display mind boggling diversity--to the point where almost nothing could be too excessive or outlandish. A whole compartment filled with saltwater, so everyone can sleeve into dolphin morphs for the next dinner party? Sure!
“Man is an artifact designed for space travel. He is not designed to remain in his present biologic state any more than a tadpole is designed to remain a tadpole.” -William S. Burroughs
Noble Pigeon Noble Pigeon's picture
I hope this isn't too much of
I hope this isn't too much of a necro thread, but I gotta say I had a similar problem that the OP did. I started the characters off on the Ecstatic Metamorphosis, the scum barge from the pre-made adventure "Mind the WMD". Parts of the ship are described as "open bazaars", and when one of the players asked if there were some nice glasses around at the bazaar I was stumped. Why would there be bazaars in the first place when people can just make nearly anything they want via nanofabs? And even if they did have bazaars, what could the PC give? They don't accept money, and she doesn't have any equipment that they can't make with nano fabbers. I know they use the New Economy, ie Reputation-based economy, but she has no @-rep at all, and they're not going to be staying on the scum barge for long so she won't have an opportunity to build it up in time to get something as simple as a pair of glasses. Again, when she asked if, in her spare time on the barge, she be a nanotattooist (her character is quite a decent artist) to get some credit on the side. Again I had no idea how to answer her because again, there's no such thing as "merchants", because those are for the big bad capitalist systems. Couldn't people just get nanotats from an automated machine operated by an AI for free? Since it's anarchism and I guess everything is taken care of and fine and dandy in anarchist/scum habs. Seriously I love this setting, but sometimes there are these simple questions asked that leaves me unable to answer at all. I know it's mostly on my end because I'm still learning more about the setting as I read the books, but it would definitely be cool if they released something that details everyday lives of transhumanity, whether it's in the inner or outer system. Or maybe they already did detail everyday lives and I'm missing something here.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
GreyBrother GreyBrother's picture
I placed the Ecstatic
I placed the Ecstatic Metamorphosis in PC Space around Mars, which gave that Swarm some reasons to aquire money for the good of all. So those basars are actually tourist traps and sell all kinds of goods and services you can't get in the PC. A wandering black market. So your player could be a Nanotattooist, but he probably won't get any credit from the scum, who'd consider that a service to the public as a whole and make some decent @-rep. Or she could say "I want credits for my services" which would probably give her some bad @-rep and less money than it would be worth.
Lorsa Lorsa's picture
Wait until you have to figure
Wait until you have to figure out exactly what people do "for a living". How many occupations are there really and when encountering (semi) random NPCs you soon run out of creative ideas. As for the bazaar, a scum barge usually uses both credits AND rep, since they move around a lot. Rep for more permanent residents and @-listed people (or g-listed), and credits for the rest. I imagine there are some exchange rates as well, trading credits for rep, although most of those are probably fake. In order to nanofabricate what you want you will need access to a fabricator, a blueprint and the needed raw materials. After that the process still takes some time so there could still be a reason for people to pre-print items and then sell them on a bazaar. Especially items that are very hard to fabricate. In my campaign, the players first traveled to a habitat I called "The Harbour" which due to its many visitors had a similair I guess bazaar-like place (called The Wave). Mainly it was a place where you hustle visitors, trying to sell Earth nostalgia items (which may or may not be real), exo-planet relics, Faktor tech or even TITAN relics. There were also the old fashioned fortune tellers and artists whom would make you a new AR / VR avatar for a piece of rep and 'street-musicians' trying to get your attention to THEIR specific music-AR-track. Mostly though there were real "shops" cluttered around the area such as "Imp" (offering body improvements / augmentations + installment), "extreme Body sculpting (bXs)" for your more over-the-top needs, "Eternal Pleasure" that has just about any morph that strikes your fancy for 45credits / 45 minutes, the Noth and South Pole (two strip clubs, north pole being more "normal" whereas south pole having all sorths of body-sculpted, synthetic and uplift you can imagine doing the dancing. The fact that I also named a bar/club "Pearl Harbar" is beside the point. What I am trying to say is; there could be reasons for a bazaar, probably not the most logical once but in the end, bazaars are cool. Sometimes it's as simple as that. People go there for the experience - how fun is it to sit in your home nanofabricating stuff anyway? Oh and I think there's definitely place for a nanotatooist. It's difficult to create an AI with creativity of a transhuman (that would make it an AGI) and it's the patterns you pay for, not the actual tatoo implantation.
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Lorsa Lorsa's picture
Speaking of which, the
Speaking of which, the nanotatooist at the Harbour was "dressed" only in tatoos, having them project a small holoimage between her legs but otherwise quite decidedly naked, and she had prehensile feet too, mostly because I thought it was cool. :)
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OneTrikPony OneTrikPony's picture
About the new economy and Rep
About the new economy and Rep Trading; Cross faction rep should not be a problem except on the smallest, most homogeneous, stations. For one thing, the 3 big Lunar banks, Extropia, and Solaris all trade rep for credits. So you can buy rep if you happen to need it. There is probably a Solaris banker in any population of over 5000 people. In addition a population that trades in @-Rep probably needs or desires F-Rep and R-Rep, even C-rep is useful on a Scum Barge because Scum trade with anyone. Don't forget that factions are not entirely self sufficient. Your average anarchist might need some C-Rep to blag some O2 and carbon from the nearest Indifuel station. Your average corporate wage slave might want some @-rep to trade for that new opensource freerunning sneaker that everyone is talking bout today. As to Fabbers and Merchants and Bazaars; The nature and logistics of fabbers makes small merchants and bazaars, even stores necessary and important. First; can a nanofabber make icecream? Probably not. Molecular assembly produces heat. There aren't many places left in the solar system where waste heat isn't a pollution problem. It's a huge problem on any space station because it has to be radiated into space. It's not quite as big a problem on a planetary body where it can be pumped into the ground but that still requires infrastructure. So this infrastructure places an upper limit on the number of fabbers/makers/CM machines that can be deployed. That limit is probably far below 1fabber/1person. Then consider that any trivial thing requires an hour to fab, including meals, and consider demand for trivial things. One fabber/maker could feed 8 people 3 meals / day, but not all at the same time. So the chances of always being able to fab what ever you want with no wait time is probably pretty low. Recycling comes into play also. Everything should be recycled because open loop systems don't exist for humans anymore. However you can't get 1/1 credit for recycling because building new stuff requires energy, prints, and heat disposal. So you might get a better deal for trading or selling your used stuff rather than recycling it. Let someone else deal with the depreciation. The cost or value of prints is important. It's not very effective to own/possess prints for everything you might want to use or eat in the latest version. However if you do get a copy of the latest hot new print for itemX it would be worth your time to fab several copies of itemX then sell/trade the extra copies to offset the cost of the print. All this adds up to a market for pre-made or used goods that are too trivial to have custom fabbed in the time that you'd need.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Noble Pigeon Noble Pigeon's picture
Thanks guys, that certainly
Thanks guys, that certainly makes things a lot less frustrating to figure out! I think I forgot that the scum, being the space gypsies that they are, regularly interact with outsiders so there ought to be at least some sort of system for outsiders, as Lorsa pointed out.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
MeetsInTaverns MeetsInTaverns's picture
Okay I am confused...
Okay I am confused... You can buy rep? Doesn't that diminish the power and point of rep? If it is bought and not earned than how can it have worth? Why would you trust anyone with high rep if they can buy it? Would it then not be similar to saying you have a degree in X to get a job, when in fact you have bought your degree from the internet? I can understand getting credits by having rep, but not getting rep by giving credits - at least not legally. What am I missing?
Lorsa Lorsa's picture
MeetsInTaverns wrote:I can
MeetsInTaverns wrote:
I can understand getting credits by having rep, but not getting rep by giving credits - at least not legally. What am I missing?
That some things are illegal. :) Also, buying rep is dodgy, if people find out you did they will do their best to dump it so it's most likely a temporary thing. That's why I think scum barges actually have places where you can "buy rep" and then after a few hours you find that rep is very gone but without any refunds.
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Godofgallows Godofgallows's picture
murder
I don't know if its the best place to post it (in fact, I have seen a few threads on this topic but all were quite old). What i would like to know, is that how, in your opinion, do I commit murder (or otherwise cause bodily harm to) someone in Eclipse Phase and get away with it? There are official adventure modules, where there is a good chance for the PCs to get involved in fighting. But... - My muse is a legally accessible commercial product. So if I try to hurt / kill someone, or commit any crime, for that matter, why doesn't it just call the police / enforcers / habitat security on me? - If I try to kill someone, the victim's muse probably WILL call help, even if the victim is unconscious or dying. I a turn at most, local security will be notified and given XP that features me committing the crime. I will probably be identified anyway if the stack of the victim is retrieved. To me, the only possible way to murder someone and have any chance to get away is doing it in an area not covered by sousveillance (possibly needs minutes or hours of preparation if I don't want to be traced), either blocking mesh access for the victim (this, again needs a few minuted of prepearation), or killing him with a single, devastating blow to the head to eliminate the chance of the muse calling help. Even if I am not seen, the muse would call help to the body anyway and on most habitats, i would assume this means security or at least a drone will be there in like 2-3 minutes. that is scarcely enough time to get my tracks covered with cleaner nano or DNA chaff and to remove the cortical stack / destroy the cranial computer (which is essential if I don't want to get caught). This is for planned murder. If the PCs just get into a shootout or a brawl, the ARE getting caught pronto (at least I believe so).
Lorsa Lorsa's picture
Godofgallows wrote:This is
Godofgallows wrote:
This is for planned murder. If the PCs just get into a shootout or a brawl, the ARE getting caught pronto (at least I believe so).
That is if the habitat in question actually has law encforcement. Some places might allow brawls or shootouts due to being mostly chaotic in nature or thinking people have to take care of their own security unless it might damage the habitat itself. But yes you are right, getting away with murder is extremely hard but with planning and hacking it is definitely possible.
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NewtonPulsifer NewtonPulsifer's picture
Err...what's your definition
Err...what's your definition of murder? Mowing down someone with a shard pistol is easy. Just tele-operate a half-dozen servitor bots with shard pistols. Keeping the target from being resleeved? You need to compromise their data backup. Someone skilled at long cons is your most dangerous assassin.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
towo towo's picture
Murder has become a kind of
Murder has become a kind of non-issue. There's the interesting anecdote that, in the more liberal parts, killing someone is more of a property damage issue - you have to replace the morph, resleeving costs, and - if applicable - some kind of reimbursement for the inconvenience. Jovians are a bit prickier, of course, and Martians also probably take a rather harsh cultural dislike, but killing someone on a Belt habitat is more or less just a way to get shunned socially (and, thus, lose rep like crazy) without any 'further' consequence. Yes, this makes for pretty interesting murder scenarios. You can usually talk to the victim and ask them what it's about - but this leads to pretty smirky GMing ideas - for example, if you're on a 'pleasure cruise', killing someone to make them resleeve in their possibly on-board replacement morph, which you've taken care to modify in interesting ways.
towo towo's picture
Expanding on some of the
Expanding on some of the things mentioned earlier: most displays are entoptic - this is referenced in a bit about implant-less flats etc not even being able to see traffic signs and generally being excluded from next to everything transhumanity has to offer. Homes are different - you could probably go extravagant and have _real_ paintings and posters, for example, but just define entoptic displays for your home and be done with it. ("Yeah, I've found this nice program for rendering ceilings like an aquarium, Jones over in engineering diddled it up off-shift")