So. Hi.
Folks, let me explain, very simply and concretely, what I suggested a system for.
I suggested a system by which non-Nation characters might be implanted, and de-implanted. I suggested a system by which un-implanted Nation characters might have their human rights similarly violated: a bit of gray matter scrubby-scrubby.
That was all. That was it.
Did I tell you how to play your character?
Did I tell you what your character's view of the Nation was?
Did I tell you what your character had to think of True Slaves?
Did I tell you that your character had to participate?
Did I tell you that your character had to cooperate with people who did?
Did I, indeed, tell you anything at all that isn't a perfectly fair interpretation of the PF-- that is to say, sometimes the Nation implants people?
I certainly hope not, because that's by no means what I set out to do.
Maybe this will make it a little clearer:
I hate pre-scripted plots. I loathe them with a burning passion, possibly because I used to be the kind of gamemaster who would try to ram them down people's throats willy-nilly. Happily, my players wouldn't stand for it-- they'd stick around, but they'd by no means stick to what I had planned for them. They'd come up with their own solutions, ignore story hooks entirely, and go shooting merrily off on their own, forcing me to improvise.
And you know what? It made for a hell of a lot better game. Eventually, I stopped dropping virtually all attempt at linear plotting and started just creating a sort of storyline ecosystem: a world for my players to bounce around in.
The best story, from where I stand, is the one that allows anything that can happen within the setting, not the system, to happen.
So you can imagine my frustration when I started gaming online (Neverwinter Nights) and found fantastic roleplaying settings where nobody ever really died or even lost all their gear. That was one kind of problem. So, I left, and signed up for a setting where actions had genuine consequences. That would be Eve.
Eve's great. You can lose everything just by being dumb and loading everything you own into a single poorly-defended hauler, then flying through a gatecamp. I love it.
Only, you can't get out of your ship. Not really. And with the relative shortage of GM interaction, interaction with anything that doesn't somehow involve flying a ship is either highly abstracted (markets) or non-existent without player the player deciding that it happened (getting drunk, separated from your security detail, and waylaid in an alley).
Outside of "professional" activities, it's very difficult for anything unplanned to happen to an Eve PC. To some degree, that's just the way the game is-- but there are ways we could do better.
Now, just for example: Aria, personally, is in a bit of a pickle. She's beholden to the Angel Cartel for some sins I won't get into, stuck in a couple deep holes psychologically, and generally doing a fine job of driving herself towards what might be either enlightenment or just a deep, dark hole.
And ya know, I'd kind of like someone to be able to jerk her out of some or all of that by doing something I don't expect, not necessarily limited to blowing her up or talking to her.
For instance, Aria could make a very interesting Nation character. But, she'd never do it voluntarily and I'd never do it to her involuntarily by sticking up some sort of storyline down her neck.
If I want that, I'll go write a novel, thanks.
I'd like that to be possible. Or for Aria to go rescue Kostantin Mort, if he happens to return to play (he gave me and Celes Tenebrae the right to determine what happens to his character before he retired, as I believe he will confirm if asked, but, again, static storylines don't sit well with me).
That's pretty much all there is to it.
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So-- as for my views on the Nation?
1. Yes, I think elements of the Nation are, quite simply, probably abducting and implanting people. I explained my reasoning in my reply to Lillith in the IGS topic, so I won't repeat it all here.
2. It does seem to me as though the majority of Nation, including Sansha Kuvakei and the current ongoing plot, are involved up to their eyeballs in a pattern of violent abduction, involuntary implantation, and other activities generally considered unsavory. Does this make them cookie-cutter villains? God, I hope not: the key to my heart is not the fact of their actions, but the motives behind them.
However, what might surprise a few of you (Chell....):
3. I love the idea of the "pre-fall idealists." Love it. Guys, if you want to play Nation idealists out to restore the Nation to its former glory without packing implants into people's heads, please do! Silver Night and company did loads for Nation PR, and as Aria I found that a really challenging approach to argue against. It's fun. It's interesting. It's a lovely shade of gray, from where I sit.
However, I would ask that you not deny the other possible side of Nation roleplay, which isn't exactly the Borg (as Cosmo has pointed out elsewhere), but is doing what most people would probably consider some pretty sinister stuff.
If they are, how does that diminish what you guys are doing? How does that detract from it in any way, excepting that you have forces within your own faction tending to undermine your PR efforts?
Well? So do the Amarr. So do the Minmatar. One of these days, the Gallente and Caldari are going to start taking turns conducting massacres. I'm sure you guys didn't sign up to redeem not only the Nation, but its PF as well.
So, you're going to have to put up, not only with die-hard Nation-haters like Aria, but also with the less-picturesque bits of your own faction.
Expecting that of you doesn't seem the slightest bit unfair to me.
So, with all that said, what I offered was a tool-- not a demand, "THOU SHALT USE THIS AND BE ALL BORG AND STUFF!!"-- just a tool. For those of you, if any, who want to go around implanting people, you can.
And for those of you who don't? You can stay out of it-- or try to stop the would-be implanters-- or take part just for the sake of making your character a possible target for unethical Empire loyalists.
There's no rule that only Nation can victimize people.
It's all up to you. If Nation's not actually so unified as all that? Great. If it is? Great.
That's your business.
You want to know what side I'm on in all of this? Some folks seem to think Eve is a story of heroes and villains; I'm not one of them. I'm with M. Cromwell, from the chronicle "Taught Thoughts":
"People are people, with good and bad sides. Good people can do terrible things; bad people can perform wonders."
That's where I, the player, stand. Make of it what you like.