Philosophy in Psi-Wars: An Introduction

The most memorable and innovative part of Star Wars is, without a doubt, the Force. Star Wars created such a compelling sci-fi religion that to this day, most discussion of Star Wars revolves around the Force and its Jedi. Psi-Wars would not be complete if I didn’t take the time to really expand on our corollary for the Force and the Jedi: Communion and the Knights of Communion.

But Psi-Wars is more than just Star Wars. It draws inspiration from other works, like Coraabia, Dune, Killjoys, the Endless series, the wuxia genre, and history. Each of these have their own philosophies and religions which drive their societies and the narrative of the story. These unique philosophies act as a distancing mechanism, reminding us that we’re in an alien setting, but each story dives into their philosophies and explain them in detail, making them the center of exploration of the setting.

For me, a single philosophy just isn’t enough. The real world brims with alternate philosophies and cultures, and the conflict between them shaped history. Moreover, the sort of space opera that inspired Star Wars traded on the exploration of the exotic. While Star Wars doesn’t delve much into alternate philosophies (outside of its expanded universe), mainly, I suspect, due to a lack of time, but it’s critical for a game that focuses on the exploration of exotic worlds that characters have interesting philosophies and cultures to explore. We want the galaxy to feel large, with plenty of options for people to explore!

RPGs have different demands than films. Star Wars focuses mainly on two ideologies: the Jedi and the Sith, with one as counter point to the other, the Good of the Jedi and the Evil of the Sith. This works fine for a simple, good vs evil narrative in a story, but I find that player characters struggle with such a simplistic approach. A Sith character cannot help but be mustache-twirlingly evil, while Jedi must be tediously good. The nuance necessary for varied, dynamic and personal characters struggles against the simplicity created by the movie.

As a result, I want the philosophies of Psi-Wars to be more nuanced, each written from the perspective of the player as well as the GM: why he might choose it, what it offers him, what variations he might pursue, and how it shapes his perspective on the setting. I also want to offer him a greater variety than just two: I want to offer five, for the same reason that D&D offers a multitude of races, or why the World of Darkness offers five factions for each supernatural creature: a setting, especially one as expansive as a galaxy, needs more nuance and options for a group to explore than is offered by a simple good vs evil narrative. We need multiple flavors of good and evil to explore, in the very least, and numerous factions to draw upon.

If I can sum up the purpose of philosophy in Psi-Wars, I seek to do the following:

  • Bring the alienness of the universe to life and make it reasonable to understand
  • Offer inspiration to the GM for factions and their motivations
  • Offer inspiration to players for their own motivations and how they see the world
  • Create a repository for cool powers

If I can return to my model of four players, too many philosophies threatens to overwhelm a player like Brent, thus we must ensure that each can be summed up in a sentence or two, and we must especially make sure that we have obvious parallels for the Jedi and the Sith orders, so that a player will recognize them when he sees them. For Willow, the more detail a philosophy has, the better! It drives the setting, and it creates nuance, and is full of history and interesting characters. For Bjorn, a philosophy must differentiate itself from other philosophies by offering interesting character options, character options that matter in the context of an action scenario. Finally, Desiree will want to shape her character by following beliefs and knowing what that means in the context of other philosophies.

The Five Philosophies of Psi-Wars

Psi-wars is a vast galaxy and brims with philosophies, but most of those will be localized. They should only be the focus of gameplay if the GM wants to bring them to the fore, or a player wants to explore them. A Star Wars example might be the Witches of Dathomir and how they see/use the Force: that’s interesting if you’re doing a story that focuses on those witches, or you want to play one of the witches, then it’s good to know how they work, but one does not need to know about them to appreciate Star Wars. Thus, for Psi-Wars, I’d like to limit this iteration to the five “most important” philosophies, the ones that most broadly shape the setting and the only ones you really need to know to understand the prime conflicts of the setting.

Neo-Rationalism

Neo-Rationalism is the dying relic of rationalism and science in the universe. Where rationalism’s carefully measured skepticism drove scientific progress throughout the galaxy, Neo-Rationalism has replaced it with a psuedo-scientific dogma that would rather quote the great scholars of the past than push the boundaries of knowledge. Neo-Rationalism believes strongly in its ability to produce superior minds, and its students can achieve superior feats of intellect. Neo-Rationalism is currently in vogue in the Empire, and the Emperor himself hides his machinations behind a facade of Neo-Rationalism.

This philosophy offers an in-setting explanation as to why science has stagnated, offers players a genuine, non-psionic philosophy to follow, and draws inspiration from Dune’s Mentats and the real-world General Semantics that inspired the World of Null-A and the Mentats themselves.

The Akashic Mysteries

Surprise! A new name for the Oracular Order! The Akashic mysteries found their origin on the Sabine homeworld of Persephone. The colonists of that world expanded on precognitive techniques uncovered deep in the mysterious caves of that world, and use their newfound mastery to explore the whole of history, including its many paths that led to the destruction of the human race, and found the one path that didn’t, the “Golden Path.” They used this knowledge to help found the Alexian Empire and the noble houses, all with an eye towards moving mankind onto the path of ultimate salvation. Their experiment ended disastrously with the collapse of the Eternal Empire under the reign of the mad Emperor, Lucius Alexus, and they have but fragments of their former influence.

The Akashic mysteries serve as a background for the Noble Houses, and an explanation as to why the galaxy is the way it is. It also offers a human-centric alternative to True Communion as a possible “truth” of the setting, as well as an interesting source of potential conspirators. It’s also a non-communion-based psionic philosophy. It draws inspiration from the Bene Gesserit of Dune and from Minority Report, as well as the Mystery religions of ancient Greece.

The Nine Masks of the Divine (The Traditions)

Long ago, an alien Empire ruled the galaxy until a great galactic calamity destroyed their native star and sent the galaxy spiraling into a dark age. A multitude of philosophies, religions and cults spanned that Empire, and scholars, philosophers and theologians across the Empire noticed similarities between them, and began to forge a grand, pantheistic understanding of all these various psionic philosophies, bringing them under the umbrella of a single philosophy, the Nine Masks. The Nine Masks understood the essential elements of Communion, and believes the nine paths of Communion to be the “masks” that the divine wear, and that mortals who walk those paths mask themselves in a form of divinity. It began as an ecumenical exercise, a way of bringing all of the faiths of the Empire under a single roof, and a way of trying to understand the principles, but with the dissolution of the Empire, fragments of that lore has become the source for occult thought and mysticism, especially in the dark arm of the galaxy.

The Nine Masks serves as a basket we can put any interesting old cult that we want into, and acts as a de facto perspective on how Communion and its paths work. It also draws inspirations from the pantheism of the Roman Empire, and the occultism that arose around those “pagan” beliefs in the Middle Ages and the Renaissance. It gives us a place for spooky witches and exotic cults.

True Communion

Another race, long oppressed by the various Empires that have ruled the galaxy, formed telepathic bonds with one another and gained profound understanding of Ego Communion, or “True Communion.” Their understanding transcended the mere paths of the Nine Masks and uncovered the core truths of Communion itself. They forged a philosophy of pacifism and universal tolerance, accepting that all who could connect with Communion belonged to a oneness that transcended individual distinctness. One heretical member tested the bounds of this universal tolerance by openly spreading its wisdom to the very races that oppressed them, especially to Humanity, who eagerly took up its message of tolerance and freedom from the oppressive destinies imposed upon them by the Akashic mysteries. The philosophy reached its height shortly before the end of the Eternal Empire, and helped clear away the corruption of that failed state. The philosophy still exists, and its knights have scattered to the far stars of the rim, awaiting the time when they will be needed again, when they will be accepted again.

True Communion is the Psi-Wars equivalent to the Jedi doctrine. It offers superior understanding of Communion and a superior, heroic vision for how the Galaxy could be. It offers us the legends that Star Wars hints at, and draws inspiration from the Ikko Ikki, the Templars and the Shaolin monstary. It is, by default, the “true” philosophy if Psi-Wars.

The Cult of the Mystic Tyrant

This philosophy began as the worship of the God-Emperor of the alien empire that once ruled the Galaxy, as well as a philosophy that justified the dominion of that God Emperor. As the Empire grew, they folded the worship of the Emperor into the Nine Masks of Divinity as just another branch of the same larger tree. But long after the fall of the Empire, racial supremacists of the fallen imperial aliens resurrected the ideology as a means of regaining their former prestige, and they expanded the philosophy. In its modern incarnation, it has shed its racist origins, and sees the path of the Mystic Tyrant not as an ends, but as a means to transcend all paths, to transcend morality and to gain control of the metaphysical underpinnings of the universe itself. It worships those who manage to achieve this nihilistic mastery, and has opened its doors to anyone who can achieve this personal transcendence. They corrupted the Knights of Communion, drawing members away from it and helping bring about its downfall, and now they conspire with the Emperor to bring about the total dominion of the Galaxy under the only man who can truly rule it: one who has transcended the path of the Mystic Tyrant.

The Cult of the Mystic Tyrant is our Sith equivalent philosophy, offering us an ultimate antagonist for the philosophy of True Communion. As in Star Wars, it draws much of its philosophy from Nietzsche and from Objectivism to create a “self-centered” philosophy of moral transcendence; it also draws inspiration from State Consequentialism and Hobbesian social contracts, as it inherits a sort of “Divine Right of Rule” ideology from its origins as a monarchical cult. However, unlike in Star Wars, I want the Cult of the Mystic Tyrant to be more playable, and less of a “twisted mirror” of True Communion’s ideology. By default, thus, it may be an “evil” ideology where players who want “dark” powers can get their fix, but it should offer the real possibility of being a force for “good.”

The Philosophy Skill

If we’re going to dive into Philosophy, we should discuss what player characters can actually use Philosophy for. We can define these as techniques, which is useful for defining philosophical styles. The closest we can find to philosophical styles are found in GURPS Powers: The Weird

Aesthetic Appreciation (Average Technique)

Defaults: Philosophy+0;

Prerequisite: Philosophy; Cannot exceed prerequisite skill+4.

Some philosophies allow one to better appreciate what beauty means. Treat this as a complementary roll to any artistic roll or connoisseur where beauty matters, provided the aesthetics on display subjectively line up with what the philosophy believes is beautiful.

Moral Insight (Average Technique)

Defaults: Philosophy+0;

Prerequisite: Philosophy; Cannot exceed prerequisite skill.

This is the default use of Philosophy according to GURPS Characters. This is only genuinely appropriate to any philosophy that contains Ethics. This allows the character to gain moral insights into his actions based on what his philosophy would argue is ethical. Secondly, it allows one to gain insights into the behavior of someone else who follows the philosophy.

Philosophical Argument (Average Technique)

Defaults: Philosophy+0;

Prerequisite: Philosophy; Cannot exceed prerequisite skill+4.

A new use of Philosophy, it allows the character to frame an ethical argument with the careful logic of his philosophy. When used with a character that believes in the philosophy, treat this as a complementary roll for the purposes of a Reaction modifier, or you may use it directly as an influence skill.

Comparative Philosophy (Philosophy) (Hard Technique)

Defaults: Philosophy-5;

Prerequisite: Philosophy; Cannot exceed prerequisite skill.

Derived from the Theology skill, this represents a philosophical application of Comparative Theology. Characters may use this technique when attempting to use their philosophy skill on someone who follows a different philosophy (to gain Moral Insights on another, or to make a Philosophical Argument). Characters must specialize by philosophy, and the GM may decide that two philosophies different are too sufficiently different to allow for comparative philosophy.

Heuristics (Hard Technique)

Defaults: Philosophy-6;

Prerequisite: Illumination; Philosophy; Cannot exceed prerequisite skill.

Heuristics is a technique for GURPS Powers: the Weird. It acts as a superior complementary skill to “uncover truth.” In Powers: the Weird, Heuristics requires Illumination. For our purposes, we’ll use the Secret Knowledge perk, which will allow Heuristics in specific instances. In what cases it can be used depends on the metaphysics and the epistemology of the philosophy in question, as certain philosophies may grant profound insights into the reality world.

Symbolic Communion Lore (Average Technique)

Defaults: Philosophy+0;

Prerequisite: Philosophy; Cannot exceed prerequisite skill+4.

Philosophies deeply tied to Communion can better interpret the strange visions and imagery of Communion. Characters may use Symbolic Communion Lore in place of any Philosophy roll called for by a Communion Miracle.

Symbolic (Path) Lore (Average Technique)

Defaults: Philosophy+0;

Prerequisite: Philosophy; Cannot exceed prerequisite skill+4.

Paths typically have milestones or symbols associated with them. Characters trained in the right philosophies can readily recognize that imagery. They may roll Symbolic (Path) Lore in place of any Philosophy roll to recognize a milestone or to recognize someone else wittingly or unwittingly following a Path. At the GM’s discretion, this may also be used to interpret visions from Communion provided those visions are sufficiently closely tied to the appropriate path.

Following a Philosophy

Any character who chooses to believe in a philosophy may take the quirk Believer (Philosophy), which allows a character to use Philosophical Arguments against the character. Characters may alternatively take appropriate Disciplines of Faith, which assumes the Believer quirk, or Fanaticism (Philosophy).

Formal training requires the appropriate Philosophy skill, but may be expanded into a full Philosophical Style, which requires a Philosophical Style Familiarity. This does not necessarily mean that the character believes in the philosophy (take an appropriate quirk or disadvantage to represent that belief). The benefits of such a style is defined in GURPS Powers: the Weird

  • You have the equivalent to a Claim of Hospitality with other practitioners of your philosophy, whether it be access to their schools, monasteries or home, and certainly access to a place where you can practice your philosophy.
  • You have Cultural Familiarity with your philosophy, which means you never suffer cultural familiarity penalties with other practitioners of your philosophy.
  • You may freely spend points on any traits associated with the philosophy, including any optional traits.
  • You may access secret techniques, secret skills, secret powers or secret miracles associated with the style.

Philosophical Styles have a new type of trait called Removable Disadvantages. These represents disadvantages that the player may justify buying off simply by practicing his ideology. If the philosophical style also contains optional disadvantages, the character can justify replacing a Removable Disadvantage with an Optional Disadvantage.

Do characters who follow a philosophy also need to take the philosophy skill? Do they need to follow a style? No.

To be a follower of a philosophy or a religion, simply take the right quirk or disadvantage; you need nothing more (a “believer”); one can do this without studying the underlying philosophy or theology skill, in the same way that one can be Christian without understanding the deeper arguments that justify the existence of God, or without reading the Bible. Any character may study a philosophy, whether or not they believe in it (a “student”). Consider the philososphy major who makes Buddhism the focus of his study; he may know Buddhist Theology, but likely does not believe in it. Any character who studies the philosophical style must necessarily also study the philosophy, and is probably a believer, but not necessarily (a “practitioner”). Studying the style gives one access to deeper secrets associated with the philosophy: one might know Buddhism, but gaining inner peace via buddhism requires more than just reading some books on the topic or having fervent faith in its power to bring you inner peace. You must actually put those beliefs into practice.

Thus, a philosophical study involves a deep look at not just the core philosophical skill, but everything that goes around it. It might be possible to study without being a believer, especially if one studies multiple philosophies (“An Akashic Rationalist”), in such case a practitioner has enough faith in the philosophy to practice it, but not so much that he ultimately buys all of its metaphysical or ethical arguments. Because of the closely related nature of belief and practice, as an optional rule, consider creating a “Practioner Feature” which is a metatrait that includes a philosophy’s Style Familiarity and the Belief quirk, though allowing the character 5 additional perks.

Illumination

Take two! I’ve tried to introduce Illumination into the game before, though it didn’t work out and I ended up removing the effort. However, as I worked on philosophical styles, which has been highly informed by Bill Stoddard’s inestimable Powers: the Weird, I realized I needed an intellectual “Trained by a Master,” and there’s nothing better for that than Illumination. So here’s my proposal:

Illuminated characters can instantly recognize one another, you can roll IQ or Philosophy (or the skill in question) to recognize whether a strange occurrence is a coincidence or the result of a conspiracy (and gain some insight into it), and you’re allowed to purchase “cinematic” esoteric skills, techniques, etc. This seems broadly worth 15 points.

Any Philosophy can offer Illumination, but only if the GM deems it “correct.” For example, if the GM decides that the Cult of the Mystic Tyrant and Neo-Rationalism offer genuine insight into the world, while True Communion and the Akashic mysteries mainly blind one with mysticism, then the first two can offer Illumination while the latter two cannot.

State of the Patreon: September 2017; Philosophy and Playtests

I look forward to leaving the summer behind!

This was a very good month.  For the first time in the summer, I stopped my view freefall and recovered quite a bit back to a stable 8-9k, though the past few months I haven’t had those weird, spammy spikes, and those are back, so I don’t know how much I actually fell, and how much I improved.  In July, my Patreon was fairly stagnate, and I lost some Patrons this month but man, did I ever gain some more.  We’ve officially hit the art stretch goal, and I’ve already done some homework and had some people help me with sketches.

August marked the end of the Alliance which, along with the Empire, finishes off the core organizations of the main driver of the narrative of Psi-Wars.  We move on to the next deeper level in the coming month: Philosophy.

For my $1+ Patrons, I have an 8000 word treatise on Philosophy.  That comes out next week.  It takes GURPS Religion, and dives into how to create a philosophical movement using those rules, with a deeper look at beliefs, and a very superficial glance at some philosophical ideas you can mix and match to start working on your own philosophy.

For my $3+ Patrons, I have some treats. On the 15th, I discuss Faith in Psi-Wars, and offer a quick sample religion, Shepherdism, inspired by Shepherd Book from Firefly.  On the 22nd, I have Neo-Ratoinal Technology, a look at some sample TL 12 technologies that you can use for prototypes or gadgetry that should fit well enough into Psi-Wars.  Finally, on the 29th, I offer the Devils of Persephone: the Secrets of the Skairos, a look at a mythological element of the Akashic Mysteries, including several ideas on how to handle that mythology in your Psi-Wars game.

For $5+ Patrons, I’ll offer a small poll on the 29th regarding the Devils of Persephone, mainly discussing how canonical they should be in the setting.  It’s your choice!

For $3+ and $5+, of course, I still need to finish up the Alexian and Fifth House polls. Expect the poll results soon, and the actual write ups when I can get to them.

For the $7+, I have Tinker Titan Rebel Spy, the first Psi-Wars playtest session/mini-campaign.  It’s still a work in progress at this moment, but I feel confident enough to open it up to sign-ups.

For everyone, next month we dive into the basics of philosophy next week, then spend two weeks looking at Neo-Rationalism, and then finish out the month with our first glimpse of the Akashic Mysteries.

I want to thank everyone for helping make this a great month, and I especially want to thank my Patrons for bringing me to my next stretch goal. You guys are wonderful!  Whether you’re a patron or not, I hope you stick with Psi-Wars.

Support me on Patreon!

Orphan of the Stars: Ideology as Will

One core element I wanted for Psi-Wars was ideology.  I wanted religion, culture and the flow of ideas to be a major element of gameplay, both in trying to create it, and trying to manage it.  Dune had its faith, yes, but it also had the cultural differences between the “soft” nobility, the originally “hard” sarduakar and the legitimately “hard” fremen.  In many ways, Dune turns on what it takes to make great men, or the upsides and downsides of certain ideological leanings.

This also assists us with our desire to have multiple genetic lines, as we can use different ethnicities as receptacles for ideological differences. Thus, not only can our Not-Fremen have “wild” genetic differences from our local House, but it can have ideological differences, and when managing both the nobility of the House and the wild not-Fremen, one must be aware of the clashes in their ideologies and carefully navigate them.

Thus, I wrote up a proposal for how to treat the last of our three central elements: Ideology, which has no rulebook in GURPS (THS’s memetics come closest, but those tend to be shorter lived than what I have in mind)


Ideology

Several times over the course of our analysis of City Stats and organizations, both works have discussed loyalty, and they’ve done that abstractly. We can improve loyalty with a few rolls (Propaganda, mostly), and we can lose Loyalty via a few means, mainly subversion or violation of the ethics of ones organization, namely via embezzlement. This works fine. We could, in fact, stop here and I think you’d agree that we already have a good game. I want to continue for two reasons.

First, Dune has a strong theme of the chains of power. We tend to celebrate the mighty, the people who rise to the top, who becomes kings and can order all around them to do as they please, but Dune emphasizes that power doesn’t really work like this. Power, true power resides in the abstract notion of the organization itself, in that which people will power. Consider how a kingdom can outlive its king, because people honor the idea of the king. But consider too that a great man can violate the power and promise invested in him by his organization. Organizations has this in the penalties afflicted if one embezzles money, but what about what happens if a king marries the wrong bride, or if he desecrates a place held holy by the locals, or if simply seems weak when the people want a strong king? The expectations of the people control and direct the king as much as the king controls and directs the people. If the king violates those expectations, the organs of power, his capital and the inertia of his organizations, can keep him in power, but how long until someone tries to assassinate him, or his own organizations find a way to buck him? We call this legitimacy, and the Chinese call it the mandate of heaven, and Dune is full of discussion of it. Leto Atreides walks into a trap knowing full well that he does so, in part, because of this, and Paul plays the role of messiah, for the same reason.

The second important element here is that of demographic and culture. GURPS portrays society in an abstract, uniform way, not because it believes society to be so, but because it remains assiduously neutral to maintain is generic and universal nature. We don’t have to follow this, nor should we. City Stats and Organizations both point out that recruitment difficulties depend on what demographic you choose to recruit. I go further and argue that ideology changes depending on who you recruit, because different cultures value different things. Consider how the Roman culture changed as more Germans joined the ranks of the legions, or when Illyrian officers began to hold the title of Imperator. Consider, too, how Dune contains a conflict of culture at its heart, between the decadent Imperials and the desert-hardened Fremen. The ideologies and cultural values the Fremen held onto fundamentally changed how they fought when compared to the ideology of the Sarduakar.

Dan Carlin often muses about what allowed hoplites to be hoplites, or samurai to be samurai. One can take the equipment and the training and give it to another, but the result isn’t the same. Dune asks a similar question, and suggests that people’s core values determine who they are and how they fight, that only Greeks can make hoplites, and to be a good hoplite, one has to be Greek. This work is going to take the same tack, not necessarily because it’s true, but because it fits the themes of Dune, and because it creates interesting choices.

Memes, in slow motion

I’ve already explored the idea of cultural values in Psi-Wars. They give us pieces and parts of Codes of Honor, the ideals to which a particular society holds. We, of course, don’t strictly need Codes of Honor for Orphans of the Stars (though I do recommend them, because Dune definitely has tradition and honor as two of its themes), but they help us emphasize parts and pieces of a culture, what elements they hold dear.

We can think of each value as a fragment of culture, a piece of a larger idea. Knights weren’t just brave, but they did believe in bravery because, of course, they fought wars and wanted to encourage people to fight wars. At the same time, and paradoxically, they held onto a pacifist faith that argued that all men are brothers. That means the knights held onto piety as a deeply important value, even though it wasn’t entirely compatible with bravery. Other parts of that society, such as priests, might hold onto a particular idea (piety) more deeply than others, but the society as a whole definitely valued those ideas. At least, those parts of society that felt they belonged. A Jew living in medieval society might be pious,of course, but not towards the Christian faith. He held other ideas and other beliefs, but nonetheless lived in the same society. If one wanted brave warrior, one could recruit knights, but if one wanted excellent accountants, you had to look into the Jewish community in that era, and that meant dealing with Jewish culture.

In a sense, the GURPS rules for city stats and organizations are both too broad and too specific at the same time. You can choose whether or not your organization is hidebound or versatile, or whether or not your organization is fanatical or not. In practice, I don’t think that’s true. I think an organization that is fanatical is necessarily also a little narrowminded and focused on a singular goal. Likewise, an organization that is Versatile will probably chafe under an excessively strict CR. I see these cultural values as collections of traits that we can start to assign to organizations and to demographic groups. The Fremen value individual ruggedness (they let the blind die in the desert) and prowess in war, and frugality and a love of their land. These values necessarily build towards a particular sets of disadvantages and advantages. The Fremen excel at war not in spite of these values, nor coincidentally, but because of these values. One cannot have a top-notch fighting force that also values sleeping in on lazy Sundays and on making jokes and showing up when one feels like it (but at the same time, one cannot build a top software company out of ruthlessly religious desert men). Thus, these cultural values become packages of self-imposed traits, and for allowing certain levels of control and skill.

We can shape these values too. Societies change as they encounter new cultures or new ideas, and the fashions of cultures shift and sway depending on what ideas the leader or other cultural icons espouse. THS discusses them in terms of memes, but our cultural values will necessarily be slower and bigger. We’re not representing a joke fleeting across the internet, but the slow building of powerful religious ideas, or deep cultural moments. This is where propaganda steps in.

We’ll need to shape these values, not just because they shape our organizations, but because our organizations shape us. If you want fanatically loyal men, you’ll need to give them an ideal to strive for and a fear that if they fail to live up to that ideal, something terrible will happen! But at the same time, if you’ve convinced them of a deeply important ideal, the violation of which brings doom, and you violate that ideal, then you are in serious trouble! Your entire organization will rock under the scandal of your violation, and the men might come to see someone else as their rightful ruler, and you may end up with a group of extremely well-trained, fanatical men who are trying to kill you. Well done!

So, we must find a way to persuade them away from these beliefs, or understand those beliefs so that we can fulfill them, or adjust them to make them easier for us to fulfill (“Of course it’s okay for dear leader to have a harem, even if his soldiers do not. He has this great, god-given duty to bring about a prince, an heir. The woman who bears him this heir will be beloved by God, and the child that rises out of the union will be sacred!” That’ll work, at least for you sleeping around, but if your son turns out to be a turd…).

This, then, becomes the capstone of our system and the deepest part of the game. It represents the Priest of Varys’ riddle, and the Will of the Riddle of Steel. It also finishes the “sandwich” the characters find themselves in, for above them they have the demands of the City Stats and their lord, where they must come together to fulfill his will, and beneath them, they have the ideological demands of their people, which may conflict with one another and threaten to tear apart the fabric of the organizations that the players put together to serve their lord. The PCs must, then, serve two masters, the first their singular master, and the second the many headed hydra of the masses.

Traits

The next question, obviously, is “Okay, what ideologies can we have?” but a better question might be “What traits do we want to give our organizations?” Boardroom and Curia has quite a few and we can look at Mass Combat for inspiration as well.

Boardroom and Curia starting on Page 6 has a list of traits that organizations can have. Most of them fall outside of the scope of ideology (ie Legal Enforcement Powers or Duty), but some definitely suit our purposes. These include

Hidebound, for organizations generally opposed to change

Higher Purpose, for an organization particularly devoted to a particular task

Intolerance, for an organization who has been trained to despise a certain people

Methodical, similar to hidebound, but better representing a group that “wants to get it right!”

Miserliness, for an organization that avoids giving out money when it can (and thus is protected from certain forms of sabotage)

Secret, for groups that practice discretion and have secrets to keep

Versatile, which isn’t covered in those rules, but is discussed elsewhere.

While not strictly covered by these elements, contact skill-level might hinge a great deal on ideology. After all, most people don’t achieve skill-21 at something by accident.

Mass Combat is less clear with its traits, but a few obvious traits might include

Fanatical (for units with Fanatic)

Impulsiveness (for units with Impetuous)

Other traits might fall “below the radar” of organizational rules or mass combat, but nonetheless matter. They’ll tell us something about the character of individual characters we meet from the organization. If looking for inspiration for a particular NPC, the GM can simply grab some of the (self-imposed, mental) disadvantages found in that organizations values and ideology.

Bad Temper or Berserker, for groups that want to fly off the handle (might make them Impetuous)

Bloodlust, for groups that don’t take chances with prisoners

Chummy or Gregarious, for groups that work very well with one another

Code of Honor, for groups that really believe in living up to their (well-codified) ideals

Curious, for groups that want to explore

Disciplines of Faith, for religious organizations

Honesty, for groups that believe in following the rules

Incurious, for groups that have learned not to bother with things that aren’t their business

Jealousy or Selfish, for ruthlessly ambitious organizations

Loner, for groups that foster independence

Overconfidence, often seen as synonymous with genuine courage

Selfless, for a group that promotes martyrdom or service to others

Sense of Duty, for an ideal that promotes service to some specific person or concept

Trickster, for a group that promotes playful innovation

Truthfulness, for a group that prides itself on openness

Workaholic, the dream of every manager.

Codes of Behavior

As mentioned previously, values might act as a sort of “snippet of a code of honor.” Now, the point of the Code of Honor disadvantage is that a character cannot violate it. Thus, if someone chooses to take Code of Honor (Chivalry), they must respond to a challenge or rescue a damsel in distress, or fight fair against fellow nobles. However, even if one does not take such a code, that code still represents an ideal that his society believes people should live up to. Thus, if a knight fails to rescue damsels in distress, or refuses to respond to a challenge, or doesn’t fight fair against fellow nobles then, even though he has violated no self-imposed mental disadvantage, he faces the disapproval of his society.

Thus, the ideology of your organization or your “city” represent the behavior people expect of you. When you violate deeply held believes, you trigger a crisis of legitimacy, which can mean a drop in loyalty (just like embezzlement) or factions within your organization splintering off.

I intend this rule to facilitate drama. This represents the tension between ruler and ruled. If you rule based on the claim that you are noble and thus fundamentally better than others, but you choose to marry a woman who is not better than everyone else, but just a commoner, this act of “abasing” yourself might rub your organization the wrong way, and they might rebel against you. However, the intent here isn’t to punish a player for a bad choice, but to present him with a choice. That is, when the player decides to marry the commoner woman, the GM could remind the player that doing so would violate his ideology’s code of behavior and ask if he’s certain. Thus, the player faces a set of choices and walks into it willingly. Naturally, these should only be enforced when the group finds them interesting. They’re meant to drive drama, not to weigh the story down with pointless book keeping. For example, if the character just took a commoner as a mistress or a concubine, or simply had a romance with her, the GM might not feel it important or interesting to enforce the code.

Philosophy represents the character’s understanding of his ideology (and each ideology should have their own specialization). A successful roll will warn the player if he’s going to violate his ideology (unless the GM wishes to make that automatic, but consider allowing a roll at +4 for fairly obvious violations). Characters can also roll against it to find useful ways of getting around the problem (You could forge papers proving that the woman you want to marry is, in fact, of noble birth, but had her birthright stolen from her by the evil Baron! Then your people might totally accept the marriage), or as a complementary roll for Propaganda or Influence rolls that to draw a parallel between a deeply held belief from Ideology and a seemingly unrelated request (“Of course you should give me a discount on this fine sword. Did not the geneticist Diocletian himself comment on the need to have tools support genetic lineage and not the other way around? This sword, its design, its craftmanship, is the culmination of our shared genetic legacy and must be used, not left on the shelf!”)

Naturally, the real world is full of cosmopolitan societies that meld different cultures and demographics, and the same should be true of Orphans of the Stars. Much of the conflict in Dune turned on the tension between Imperial and Fremen culture. An act that could alienate your Imperial troops might endear you to your Fremen troops, or vice versa. Thus, I propose that the various cultural factions within an organization or a state be noted, with their associated ideologies and their associated loyalties. This can create “impossible” situations where no matter what choice you make, you’ll piss off someone, but such is the nature of politics! Having conflicting ideologies make navigating the annals of power even more complex and should provide a deep constellation of choices that, in my experience, make games truly memorable.

Sample Traits

I’m not going to dive into the full spectrum yet, as the point here is to just discuss what ideologies might look like.

Fundamentalism

The organization or society structures itself and adheres to a rigid set of religious (or semi-religious) instructions.

Organization Traits: Hidebound, Fanatical, Higher Purpose (Protect the Faith)

Optional Mental Disadvantages: Disciplines of Faith, Sense of Duty (Faith)

Codes of Behavior: The leader must not violate the specifics of the holy document, and unusual requests are always potential violations (use Theology to know what those specifics are, or how to get around Unusual Request violation). The leader must not disparage the holy text or the faith around it; the leader may not desecrate or insult the holy text, or allow an insult to it to go unchallenged.

Notes: Increases in CR never trigger a crisis for Fundamentalist ideologies.

Cult of Personality

The organization serves the leader out of love for that leader specifically.

Organization Traits: Fanatical, Higher Purpose (Protect Dear Leader)

Optional Mental Disadvantages: Sense of Duty (Master)

Codes of Behavior: The leader must appear regularly before his organization (extended absences can trigger a crisis of legitimacy). The leader must cultivate a persona (See Social Engineering p 61) and may not violate that persona, or appear out of persona, within the view of his organization. The death of the leader always triggers a Crisis of Legitimacy

Open Mindedness

The organization serves the leader out of love for that leader specifically.

Organization Traits: Versatile

Optional Mental Disadvantages: Curious

Codes of Behavior: Any increase in CR triggers a crisis of legitimacy (in addition to any normal problems caused by an increase in CR). The leader must not forbid any courses of action or demand sacrifice from his organization (though he may guide, cajole and bribe).

Cultivating Ideology

Ideas spread via Propaganda. Use the same rules for improving loyalty except, instead, some portion of your organization or city gains access to the ideology of choice. Teaching can be used in the same way, to instruct an organization that you control in your ideaology of choice. The same can be done to wipe out an ideology.

Ideology can also spread “naturally.” Once a year, roll against the average Will of a given demographic (including bonuses for things like Fanaticism) for each ideology that a demographic might gain with the following modifiers. Success indicates the demographic is able to resist the temptation to take on the ideology; failure means they take on the ideology.

Modifiers: +4; -4 for being in a minority (ie, most people in the organization or state have the ideology), -1 per major victory associated with the ideology, +1 for every major defeat, or every crisis of faith associated with the ideology.

The GM can roll the same to see if an ideology is lost.