What is it about

WTO 2060 is a Cyberpunk-like roleplaying setting. Currently, it’s being designed for a future play-by-post roleplaying campaign.

As you could see by the first background notes, the setting tends towards „dark and gritty“. The player characters will struggle for survival, living mostly outside the established system. They work for big corporations, governments or the Mafia — whoever offers a job and pays in anonymized money. A typical job might be

  • infiltrating an office tower undetected, gaining access to their core computer systems, download the blueprints for the new sonic toothbrush, cover their traces and deliver the data to the competition
  • Freeing the younger sister of a squatter from an illegal bioresearch laboratory
  • Shut down a powerplant
  • escort a VIP through a gang warzone

Player characters will be specialists of some kind. In their field, they are far better than the average joe. Alas, thanks to some event in their past, they aren’t part of normal society anymore: They don’t have access to normal bank accounts, don’t have a credit chip and especially don’t have any official documents. For society, they don’t exist. This certainly is a hindrance in a lot of ways, but also offers a degree of freedom: If society doesn’t care about you, you can stop caring about societies rules. 

Of course, randomly shooting people is a surefire way of making society and law enforcement notice you, but not in a good way.

World Setting Part 1

First Look at the setting:

We’re looking at the year 2060. While nations still exist on paper, most of civilisation is effectively governed by laws and „recommendations“ of the WTO. The interests of companies and their shareholders are more important than those of so-called „sovereign nations“.

Technology has advanced quite far in the past 53 years: The mind-machine interface has been perfectioned. Everyone is able to access the Google Grid everywhere, without the need of clunky interfaces like a screen or a keyboard: Information is fed directly to the optical and audio nerve system, user input is done via a thought-interface. All that is needed for this is a small implant in the skull, connected to a miniature-computer located in the abdomen. These systems don’t store data or have much computing power, but excel in accessing the wifi Grid.

Cyberjockeys boost this by the use of much more external computers, connected with optical cables to their body-systems.

In Europe, coastland china, Japan and the USA the majority either work as data processors for various big corporations — they evaluate, sort, tag and file data that cannot be processed by computer programs — or they are service personnel of various kinds. A trained elite works as programmers, or artificers.

The bulk of industrial production is handled by robotic facilities, same with farming.

The good news: Corporations finally have discovered the need to cut down on pollution, and to sustain the environment. With the invention of micro-reactors and the uranium compactor, a device that compacts the dangerous parts of radioactive waste into „safe“ containers that can be shot into the sun, nuclear energy has become the prime energy source. The use of fossil fuels has become nearly nonexistant.

The corporations and regions that were dependant on these ressources have undergone a radical change and now „sell“ religion instead. This market is now nearly split in half by ChristianShell and BP Muslimics two bitter enemies. ChristianShell is dominating Asia and southern America, while BP Muslimics holds sway in Africa, North America. The Middle East has become an ever greater battleground than ever before, where both corporations fight for domination. Curiously, Europe has been spared this fight, as Atheism has reached a all-time high there, and both corporations are only seen as small franchises.

The average citizen is fed, has decent housing, a 10hours/day job and can afford a virtual trip to Hawaii once a year. (The real Hawaii suffered an outbreak of a still unknown bioweapon that wiped out the whole population in 2020 and is now a no-go area for everyone, heavily guarded by WTO forces.)

People still have dreams of a better future. Thes dreams are nurtured by a whole entertainment industry, in the form of trivid-shows that promise people getting instantly rich or famous or even both by competing in model/singing/wrestling/bazooka contests (Fights to the death are legal in most WTO-controlled areas, if all participants enter the contests willingly and knowingly).

In reality, the future is pretty bleak for most of the population, although most don’t realize it.

more later…

Social Intelligence?

I’m a pen and paper roleplayer, been it for nearly 20 years now, and I love it.

As most of those who are into this hobby, I’m playing with friends. Friends who are usually friends first, and fellow gamers later. Not necessarily in the temporal sense though.

Thus I’m often arriving at a strange conundrum: What to do when conflicts arise out of the game?

It’s comparatively easy to be nice about loosing a game of pool, or shaking hands after a nice round of Settlers of Catan. But roleplaying games are by their very nature very emotionally intense games.

This, coupled with a great bunch of different player types, can create conflict. If left unattended, these can destroy friendships. I’ve seen in-game conflicts spill over into the real life friendship often enough, so I know better now.

This brings me to the „now“ in this story: The group I currently play in consists of 5 players, who come from diverse backgrounds and have quite different ambitions regarding the game. Some only join for the friendly company, some want to solve logical puzzles, some live for being able to do flavourful roleplaying, and I love to see a good story evolving.

Such a group can work together just fine, with each mind contributing when it is needed. Alas, we currently keep bickering at each other over how dismal the adventure was, how the other players get all the goodies, how player A gets more attention, how Player C disrupts the adventure…

..it’s a pain in the ass, really, and seriously substracts from my fun. It’s fine to spend time over the week figuring out how to let my character behave in the story, wondering where that would lead. It’s no fun at all brooding over what went wrong among the players, and how to placate everyone.

In an online game environment, I would have simply moved on and seeked another group. The chicken-out-solution really, but the one with the least amount of stress involved. But in the scenario at hand, that would translate into not meeting all my buddies once a week at a fixed time. I’d miss that, so I’ve got to tackle this another way. 

I did try speaking up outside the game, raising the issue in a friendly way, trying to sample thoughts and ideas of how we could all pull together..

How do they say? „No cigar“.

I’m going to try another venue next: Applying in-game social intelligence to the solution. Wednesday, my character will instead ask his buddies (ie the other players characters) what they want, as the big mysterious dragon has offered a reward! Let’s see what each character wants (which ultimately is what the player wants anyway), and then I’ll figure out how to get it for them.

More work for me still, but at least it’s in-game work, instead of dicking around with irate fellow players.

Experimente mit Skype

So, heute das erste mal Rollenspiel via Internet betrieben. Nein, kein MMORPG, kein IRC-Spiel sondern klassisches Pen and Paper! Über Skype! Ich sag Euch, das geht überraschend gut. Allerdings sollte ich mir für das nächste Mal ein Headset zulegen; die Kumpels wiesen auf ein ominöses Goldfischglas hin, aus den ich angeblich sprach…