I do have a system for rulership that I occasionally update and test out, but that is more of a loose framework if you get me?
So this is what you've been doing instead of making a social system. Jerk.
I do have a system for rulership that I occasionally update and test out, but that is more of a loose framework if you get me?
He shifted the social system off to our lord and squishier, don'tcha remember?So this is what you've been doing instead of making a social system. Jerk.
no squishy just did that of his own, i told mj12 that if he wanted a social system i was eventually incapable of making him one and then he said "damn then i'll have to make one myself instead of complaining you haven't done it" and now we're hereHe shifted the social system off to our lord and squishier, don'tcha remember?
Yeah the essay is just there to explain stuff, to be clear. And even it, as a fairly long essay, will mostly be summarizing because even if you gave me hundreds of thousands of words trying to explain the full nature of a pre-modern state for the purposes of an elfgame would arguably be a bit of a waste of time and probably also impossible.
I do have a system for rulership that I occasionally update and test out, but that is more of a loose framework if you get me? It's effectively something that could be summarized into a flowchart of ranks and some rolls. The intent with that system isn't to simulate the state, which I believe is impossible for a single human mind to do, no matter the amount of funny numbers and paper used for it, the intent is to fix... actually let me tell you a story:
States have always fascinated me, or rather empires have. My very first roleplaying game that I ever ran was set in an extremely thinly disguised Kingdom of Denmark-Norway. Of course, back then I barely knew how Denmark-Norway worked and relied on extremely basic resources so in retrospect it was probably very bad, but the idea of stories set around the backdrop of organization and state-systems has always fascinated me, but the precise nature of how states work is often extremely opaque to people simply because states often don't really work as much as they are simply in varying states of functional or non-functional tire fire, which is really part of the charm with them on some level. But during my long course of studying and having interest in states, something I have grown to detest is how fake many organizations in roleplaying games feel; White Wolf* games especially are guilty here. What I'm talking about here is obviously the standard fivefold organizational splits with easy delineations in between, clear splits between responsibilities and functions and obvious niches delineated for each and every suborganization. It feels like an organization that was put together from the first principles to be optimal, created yesterday with its entire history intact all to lead up neatly to this moment.
Manus Domini said:Why organizations end up like this in RPGs is obvious, because the nature of how organizations actually form and structure themselves is incredibly opaque and real organizations, especially states, are messy and the product of often centuries of ad hoc construction in response to new situations. What I would aim to create with a system is basically a guide to make a state feel a bit more naturalistic and more fun to play around in. And perhaps to impart people with some of the joy I find in history and the study of premodern states, one might as well hold true to Exalted's maxim of being an authentic iron age-esque world and actually writing a system that gives the player a feel for how states in the premodern period go about doing their business. I'm not really interested in writing a big zoomed-out RTS-esque system for states, in terms of how an Exalted system should handle this, I lean far more Mount & Blade than I lean Europa Universalis IV. If that makes sense? Basically a state as a collection of people and the institutions between them, rather than the state as a collection of institutions with people attached.
John Steinbeck said:No, you're wrong there—quite wrong there. The bank is something else than men. It happens that every man in a bank hates what the bank does, and yet the bank does it. The bank is something more than men, I tell you. It's the monster. Men made it, but they can't control it.
Tolkein has always been my gold standard for quality of worldbuilding. Or like... you never actually know what bits people will eventually see, so take the time to excel at every step you make, on its own principle of nothing else, you know?Manus Domini said:*But by no means uniquely so. A lot of pop culture stuff such as Game of Thrones and some of the live action Lord of the Rings movies absolutely have not helped. Bizarrely, Tolkien's actual written works are very good in terms of how states work and having it all feel authentic, which probably makes sense given they were inspired by actual sagas and Tolkein himself had a degree, too much time to burn and several separate naturalistic languages he made up because he thought it was fun.
It's something I've been thinking about a lot. Institutions usually evolve to face pressure in an almost Darwinian way, but unlike living creatures, an institution isn't really a concrete thing; it's guidelines, it's rules, it's a way of doing something, it's what exists between a number of people. And therefore it can be restructured and remodeled at will. But in the immediate context of an outside-context problem, an institution will most likely just have a meeting and set down a commission of guys to solve something, or expand the remit of another institution to handle it. Rome for example, constantly got these commissions of people to solve problems for it, such as Decemviri (commissions of ten men), which were deployed to handle writing a new legal code, aiding interpretation of an older one or assist with sacrifices. In the Grand Duchy of Muscovy, the way they dealt with the massive emigration to allied Cossack lands which threatened to bankrupt many lords whose serfs constantly fled was by building a giant fuck-off border wall to keep people in called the Belgorod Line, and inadverdently ended up creating what has been called the world's first modern border, with customs checks, ID checks and similar, cutting the emigration down to a trickle.... So essentially, a state that actually works the way it was designed/put down on paper is in fact a work of Majesty, and we step back from there with decreasing amounts of applied magic?
I mean, I knew that, but... phrasing it that way, it explains a lot ... >.>
It's definitely easier to model a state as a single actor but in many ways I'm not sure if it's more accurate. Personally I'm trying for a bit of a middle ground, but one that's ultimately focused on the people rather than the state. On one hand it is indisputable that the state is absolutely a product of the people that comprise it and nothing else, but when you look at how states interact with each other it becomes fairly clear that they act within a structure that concerns states alone and that the way states behave to each other is, when compared to how people act with each other, best described as sociopathic. Ultimately, the reason I go for a middle ground is because I've always found systems that require you to "zoom out" and now play a little RTS in the middle of the session. It's a bit jarring to me at least, but I understand what you mean, especially in the context of states it can be a bit hard to see where everything comes together and forms the "State" as a distinct entity from the people and in many ways there isn't really a specific point, but I think it's ultimately a way that will do what I want better.Huh. Personally (as someone with, granted, a sociology/history education limited to 'high school' and 'one course in college'), I've usually found modeling states as their own actors to be easier/more accurate relative to modeling them as meaningfully composed of people -- or like, the things that organizations do, by and large make more sense if you think of them as composite entities with their own goals and their own incentives, but make rather less sense if I try to empathize with any of the people inside them, whether it's their leaders or the average constituent. It's part of the reason I've been curious for a long time how much intelligence can exist 'between' people, if you model a society as a meta-neural net with each person in it as a neuron.
'Be nicer to the serfs' never ocurred to them?In the Grand Duchy of Muscovy, the way they dealt with the massive emigration to allied Cossack lands which threatened to bankrupt many lords whose serfs constantly fled was by building a giant fuck-off border wall to keep people in called the Belgorod Line, and inadverdently ended up creating what has been called the world's first modern border, with customs checks, ID checks and similar, cutting the emigration down to a trickle.
I'll explain why that wasn't ever really an opportunity when I am back off work later today.
Ah yes, I did promise to provide an explanation for this, but essentially as a context, Russia was previously the target for nomadic Tatar raids that could strike at any moment and would abduct people to hold hostage either for a ransom or simply to sell into slavery. As neither nobility or clergy could be taxed, serfs and city-dwellers were heavily taxed and especially agrarian serfs were exploited to ensure surplus production that the nobility could profit off by selling. There was a long tradition, especially emphasized during the Petrine period of Russian Tsars basically seeing their people as a "resource" that could be spent, such as Peter the Great moving around thousands of serfs as basically "supporting infrastructure" for the construction of new cities and ports and the heavy burden created by the Tatar raids made the heavy exploitation of the serfs necessary. Later on when important fortifications such as the Belgorod Line were completed and a standing army was founded, serfdom persisted due to petitions by the nobility who frequently owned massive estates with hundreds or thousands of attendant serfs to work for them. It was not economically effective for Russia, strictly speaking but it was very economically effective if you were a Russian nobleman.
Honestly, this sounds like a long way to answer the question, "Being nice to the serfs never occured to them?" with a resounding, "Nope."
Honestly, this sounds like a long way to answer the question, "Being nice to the serfs never occured to them?" with a resounding, "Nope."
I'll explain why that wasn't ever really an opportunity when I am back off work later today.
Huh. Personally (as someone with, granted, a sociology/history education limited to 'high school' and 'one course in college'), I've usually found modeling states as their own actors to be easier/more accurate relative to modeling them as meaningfully composed of people -- or like, the things that organizations do, by and large make more sense if you think of them as composite entities with their own goals and their own incentives, but make rather less sense if I try to empathize with any of the people inside them, whether it's their leaders or the average constituent.
It's part of the reason I've been curious for a long time how much intelligence can exist 'between' people, if you model a society as a meta-neural net with each person in it as a neuron.
(EDIT: Also I gotta say, it's downright pleasant how relaxed this conversation about states is lol. On Discord this would have escalated like three times already between the two of us)
Yeah sure, let's say there was an opportunity if everyone involved was a different person, constant raids didn't force the tax burden to be high, the Cossacks weren't necessary for the southern border and the inherent power disparity of serfdom wasn't the case. In that sense, there was an opportunity. But the stuff that serfs fled from - and which people in Creation will flee from - was stuff like taxation, household registries and state power, not wanton cruelty but economic conditions. It was an inherent part of Cossack liberty (volia) that they were free from registering their names or similar attempts at establishing state power over them so of course people would flee to those lands where they could be free from repressive taxation or landowner micromanagement to create agricultural surplus production. There was strictly speaking an opportunity to treat them "nicely" but only in the sense that there is always an opportunity to make another choice.Well, it doesn't so much explain why it wasn't an opportunity, so much as explain why they didn't think of it. There was opportunity. They just weren't willing to even consider that option.
I mean, small organizations can. But -- even completely 100% aside from political will and whatnot -- if you wanted to seriously change how the entire United States worked at every level, that would absolutely be a major working that would take millions of dollars of restructuring, rehiring and redefining responsibilities (and other things I can't find synonyms for that start with 'r' ). I almost want to start making comparisons to surgery -- you can do it, but boy is it a cure not always better than the disease.It's something I've been thinking about a lot. Institutions usually evolve to face pressure in an almost Darwinian way, but unlike living creatures, an institution isn't really a concrete thing; it's guidelines, it's rules, it's a way of doing something, it's what exists between a number of people. And therefore it can be restructured and remodeled at will. But in the immediate context of an outside-context problem, an institution will most likely just have a meeting and set down a commission of guys to solve something, or expand the remit of another institution to handle it.
Hmm...It's definitely easier to model a state as a single actor but in many ways I'm not sure if it's more accurate. Personally I'm trying for a bit of a middle ground, but one that's ultimately focused on the people rather than the state. On one hand it is indisputable that the state is absolutely a product of the people that comprise it and nothing else, but when you look at how states interact with each other it becomes fairly clear that they act within a structure that concerns states alone and that the way states behave to each other is, when compared to how people act with each other, best described as sociopathic. Ultimately, the reason I go for a middle ground is because I've always found systems that require you to "zoom out" and now play a little RTS in the middle of the session. It's a bit jarring to me at least, but I understand what you mean, especially in the context of states it can be a bit hard to see where everything comes together and forms the "State" as a distinct entity from the people and in many ways there isn't really a specific point, but I think it's ultimately a way that will do what I want better.
(EDIT: Also I gotta say, it's downright pleasant how relaxed this conversation about states is lol. On Discord this would have escalated like three times already between the two of us)
There's two things I'm really interested in here, I think. First, to what extent can the goals of a state differ from the amalgamated goals of its constituents; second, to what extent can the "skills"/competence of a state exceed the total or average skill of its constituents?I think that's one of those questions which contains its own answer.
If you mean one thing by "intelligence", obviously quite a bit; if you mean another, obviously none at all.
And no, I don't know which meaning is the more useful one. The right answer is probably a lot easier than the right question, here.
It's definitely easier to model a state as a single actor but in many ways I'm not sure if it's more accurate. Personally I'm trying for a bit of a middle ground, but one that's ultimately focused on the people rather than the state. On one hand it is indisputable that the state is absolutely a product of the people that comprise it and nothing else, but when you look at how states interact with each other it becomes fairly clear that they act within a structure that concerns states alone and that the way states behave to each other is, when compared to how people act with each other, best described as sociopathic. Ultimately, the reason I go for a middle ground is because I've always found systems that require you to "zoom out" and now play a little RTS in the middle of the session. It's a bit jarring to me at least, but I understand what you mean, especially in the context of states it can be a bit hard to see where everything comes together and forms the "State" as a distinct entity from the people and in many ways there isn't really a specific point, but I think it's ultimately a way that will do what I want better.
I'm trying to tread very carefully here to make this point, and I apologize if I step over a line and am ready and willing to scrub wording if it crosses any rules. I certainly don't want to start a real-world argument.Yeah sure, let's say there was an opportunity if everyone involved was a different person, constant raids didn't force the tax burden to be high, the Cossacks weren't necessary for the southern border and the inherent power disparity of serfdom wasn't the case. In that sense, there was an opportunity. But the stuff that serfs fled from - and which people in Creation will flee from - was stuff like taxation, household registries and state power, not wanton cruelty but economic conditions. It was an inherent part of Cossack liberty (volia) that they were free from registering their names or similar attempts at establishing state power over them so of course people would flee to those lands where they could be free from repressive taxation or landowner micromanagement to create agricultural surplus production. There was strictly speaking an opportunity to treat them "nicely" but only in the sense that there is always an opportunity to make another choice.
Of course, after the construction of the Belgorod Line, serf mistreatment intensified significantly and at that point the system was mostly kept alive by nobility who wanted the production bonus and strict control over their serfs, as well as occasional attempts to expand into Cossack lands which almost always ended up terribly for them (why they kept doing this I will not comprehend) so at that point, a sufficiently willful Tsar could probably have attempted it, but given that the 16th and 17th centuries are where serfdom only really intensifies and takes the form that we would recognizably identify as Russia's almost slavery-like system I wouldn't count on it.
Wow the gamification of a state? I'm in! When I get a real keyboard!
I'm trying to tread very carefully here to make this point, and I apologize if I step over a line and am ready and willing to scrub wording if it crosses any rules. I certainly don't want to start a real-world argument.
The reason I say that "if everyone was a different person" is not a valid defense, even to the not-quite-a-defense level you probably mean it, is that you could say the same thing about why antebellum USA Southern slavery was impossible to solve ("the plantation owners didn't want to lose the power over their labor force, and they'd have to be different people to consider it"), or that death camps in Nazi Germany, Soviet Russia, Pol Pot's Vietnam, etc., were impossible to avoid and that "they couldn't have thought of treating the victims as human beings" because "there wasn't an opportunity" is some sort of defense.
There was opportunity. They could have. The greed and tyranical cruelty of the nobility may have made them refuse to consider "treating the serfs nicer," but it didn't make it impossible. It just meant that evil actions by people willing to commit evil prevented it. Choices, in the end, were made, and "treating the serfs nicer" was not the choice made.
Notably, "... incrementalism and leadership in the form of inspiration, including demonstrating success by enacting it in his own personal lands..." was kind of... What the Tsars did. And the result was they abolished serfdom in the late 1800's.This is a pretty common sort of political analysis where people try to understand policy actions as a reflection of some sort of ideal preferences, rather than acknowledging the practical limitations-political, technological, societal-that exist and narrow the spectrum of choice and force people to choose from that narrowed spectrum. Commonly, the result of this is what you're doing right here-immediately throwing down a moral judgment of the actions even when that moral judgment isn't actually useful in making decisions.
Sure. All I ask is for consistency. If this is the argument you wish to take, then you need to do two things:Because everyone acknowledges that the system in question was not 'nice.' The thing is, we can either understand the pressures and surroundings which led the system to 'not be nice,' which is useful for understanding how to avoid these sorts of outcomes in the real world or in this case, tied to Exalted, why these systems come about and why you can't just fix them all of a sudden by going "I'm a Solar who hates inequality, I'm going to introduce 21st century ideals to these premodern states and fix them by flexing on people."
Yeah the essay is just there to explain stuff, to be clear. And even it, as a fairly long essay, will mostly be summarizing because even if you gave me hundreds of thousands of words trying to explain the full nature of a pre-modern state for the purposes of an elfgame would arguably be a bit of a waste of time and probably also impossible.
I do have a system for rulership that I occasionally update and test out, but that is more of a loose framework if you get me? It's effectively something that could be summarized into a flowchart of ranks and some rolls. The intent with that system isn't to simulate the state, which I believe is impossible for a single human mind to do, no matter the amount of funny numbers and paper used for it, the intent is to fix... actually let me tell you a story:
States have always fascinated me, or rather empires have. My very first roleplaying game that I ever ran was set in an extremely thinly disguised Kingdom of Denmark-Norway. Of course, back then I barely knew how Denmark-Norway worked and relied on extremely basic resources so in retrospect it was probably very bad, but the idea of stories set around the backdrop of organization and state-systems has always fascinated me, but the precise nature of how states work is often extremely opaque to people simply because states often don't really work as much as they are simply in varying states of functional or non-functional tire fire, which is really part of the charm with them on some level. But during my long course of studying and having interest in states, something I have grown to detest is how fake many organizations in roleplaying games feel; White Wolf* games especially are guilty here. What I'm talking about here is obviously the standard fivefold organizational splits with easy delineations in between, clear splits between responsibilities and functions and obvious niches delineated for each and every suborganization. It feels like an organization that was put together from the first principles to be optimal, created yesterday with its entire history intact all to lead up neatly to this moment.
Why organizations end up like this in RPGs is obvious, because the nature of how organiztions actually form and structure themselves is incredibly opaque and real organizations, especially states, are messy and the product of often centuries of ad hoc construction in response to new situations. What I would aim to create with a system is basically a guide to make a state feel a bit more naturalistic and more fun to play around in. And perhaps to impart people with some of the joy I find in history and the study of premodern states, one might as well hold true to Exalted's maxim of being an authentic iron age-esque world and actually writing a system that gives the player a feel for how states in the premodern period go about doing their business. I'm not really interested in writing a big zoomed-out RTS-esque system for states, in terms of how an Exalted system should handle this, I lean far more Mount & Blade than I lean Europa Universalis IV. If that makes sense? Basically a state as a collection of people and the institutions between them, rather than the state as a collection of institutions with people attached.
*But by no means uniquely so. A lot of pop culture stuff such as Game of Thrones and some of the live action Lord of the Rings movies absolutely have not helped. Bizarrely, Tolkien's actual written works are very good in terms of how states work and having it all feel authentic, which probably makes sense given they were inspired by actual sagas and Tolkein himself had a degree, too much time to burn and several separate naturalistic languages he made up because he thought it was fun.