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undecaf wrote:I agree that slavery is a "serious" issue, and could add to the atmosphere. But I don't think it should be there just to provide something for the "good guys" to hate and oppose, and for the "baddies" to condone and endorse.
It should - imo - be presented as something you have to look from different (explained) angles to fully understand the motives of using it, and provoke thoughts about its justification in the given situation. Weighing the morals and benefits of it without being judgemental.
Chattel slavery, so named because people are treated as the personal property, chattels, of an owner and are bought and sold as commodities, is the original form of slavery. When taking these chattels across national borders it is referred to as Human Trafficking especially when these slaves provide sexual services.[10]
Bonded labor
Main article: Bonded labor
Debt bondage or bonded labor occurs when a person pledges himself or herself against a loan.[16] The services required to repay the debt, and their duration, may be undefined.[16] Debt bondage can be passed on from generation to generation, with children required to pay off their parents' debt.[16] It is the most widespread form of slavery today.[10]
Forced labor
Main article: Forced labor
Forced labor is when an individual is forced to work against his or her will, under threat of violence or other punishment, with restrictions on their freedom.[10] It is also used to describe all types of slavery and may also include institutions not commonly classified as slavery, such as serfdom, conscription and penal labor.
anubite wrote:I'm reminded of Fallout 3's salvery. I was really into that at first, it seemed really interesting. But it just fell flat. The slavers need to be a bit more "deep" than "evil bad men profiting by kidnapping people and selling them into slavery" and if you're allowed to help slavers, there should be some obvious reason for doing so. A good example is selling your captured enemies into slavery? You make money, you punish your enemies, but maybe this decision isn't all that moral. Maybe it has unintended consequences.
Zeful wrote:anubite wrote:I'm reminded of Fallout 3's salvery. I was really into that at first, it seemed really interesting. But it just fell flat. The slavers need to be a bit more "deep" than "evil bad men profiting by kidnapping people and selling them into slavery" and if you're allowed to help slavers, there should be some obvious reason for doing so. A good example is selling your captured enemies into slavery? You make money, you punish your enemies, but maybe this decision isn't all that moral. Maybe it has unintended consequences.
Have different types of slaves and slavers. Have the guy that unabashedly a slave owner and dealer, views it as a necessity, but takes good care of his slaves, sells to people who will take good care of them, and trains them in manners complementary to their skills and personality. Contrast this guy with the more generic "go into a town, kill everyone that opposes us, loot everything of value, and chain up the survivors and uses them in mines and brothels, breaking them of any will" types. Then have factions relating to these groups view them differently, like the small district town of Goodfield hates both of them but the nearby district of Utilitarianism only like the guy because he's giving these people purpose and safety before injecting them into an understanding economy, while the wretched hive of Murderopolis hate the guy for not selling to them, while encouraging the raiders.
In short; make it morally grey and varied.
MDF_MadDogFargo wrote:I added Slave as a social skill into my skills system:
viewtopic.php?f=7&t=856
"Featured skill: Slave (3 INT). Slave is a social skill. You practice it working. Slaves help at work, but it does not raise their morale. Slaves ignore morale; they don't gain any or lose any, unless they die. As they raise skill levels, they do better work and gain extra HP. They don't talk much. Slaves will not run from combat. Since they don't lose any morale, your party will not lose their morale no matter how bad the slave is hurt. A good strategy might be to fight with a lot of slaves, since they gain HP fast and you can't lose their morale. Slaves are followers, they contribute bonuses to command skills Leadership, Seduction, Vampire, Hypnotist, and Zealot. Morale checks for success of Slave rolls, but Slave increments do not raise Morale attribute. Slaves don't raise their social skills as fast as others do, because of their morale handicap."
I'm using Wasteland's rules plus a Morale attribute for my skills system. I haven't worked out all the details yet; nothing is final.
Wasteland is an amoral universe. It doesn't care if you're killing babies, or climbing sand dunes. It doesn't have a moral opinion about slavery. Characters in my imagined game would have individual opinions about slavery; most free people probably wouldn't like it, and there would be abolitionists. It's possible that social skills can be lost or forgotten.
Woolfe wrote:The good thing about that is I get to kill the nasties in Murderopolis, but then have to think about and maybe talk out a better solution for Goodfield.
I like it. And I hate it for making me think that slavers are anything other than scum...
Lokik wrote:What if there would be be a place in the wasteland where captured raiders, murderers, rapists and other scum are used as slaves? The slave masters would be basically normal, friendly folk, but they use criminals as slave labour, and perhaps also treat them really bad. Could be an interesting moral dilemma if presented well.
Zeful wrote:Lokik wrote:What if there would be be a place in the wasteland where captured raiders, murderers, rapists and other scum are used as slaves? The slave masters would be basically normal, friendly folk, but they use criminals as slave labour, and perhaps also treat them really bad. Could be an interesting moral dilemma if presented well.
A good example of what I'm talking about. A faction like this where "stealing from a thief" logic is uses is a great way to introduce ambiguity into the scenario. Especially when in your wandering through the map, a slave could imply that they were traders/mercenaries that just happened to be "in the way" and got enslaved as well, especially if it's possibly a lie.
Zeful wrote:Woolfe wrote:The good thing about that is I get to kill the nasties in Murderopolis, but then have to think about and maybe talk out a better solution for Goodfield.
I like it. And I hate it for making me think that slavers are anything other than scum...
Slavers kinda are scum, they take away the freedom of another sentient being and use it for personal gain. The problem is, after the end of modern civilization everyone is scum, because all those rigidly enforced taboos aren't enforced at all anymore. It's very much a "what you are in the dark" kind of scenario. This means that there are slavers who are less scummy than non-slavers, it's what they do, not why they do it that's important. A slaver that is kind to the slaves, discriminating in the buyer, and does his work to make sure that the slave will be useful and obedient without destroying any essential parts of the self and letting them retain their identity is a much better person than a group of well-armed vagabonds running around doing odd jobs and rummaging around in people's houses, and killing people for money/stuff/no reason despite the whole "I sell people for profit" thing.
Zeful wrote:anubite wrote:I'm reminded of Fallout 3's salvery. I was really into that at first, it seemed really interesting. But it just fell flat. The slavers need to be a bit more "deep" than "evil bad men profiting by kidnapping people and selling them into slavery" and if you're allowed to help slavers, there should be some obvious reason for doing so. A good example is selling your captured enemies into slavery? You make money, you punish your enemies, but maybe this decision isn't all that moral. Maybe it has unintended consequences.
Have different types of slaves and slavers. Have the guy that unabashedly a slave owner and dealer, views it as a necessity, but takes good care of his slaves, sells to people who will take good care of them, and trains them in manners complementary to their skills and personality. Contrast this guy with the more generic "go into a town, kill everyone that opposes us, loot everything of value, and chain up the survivors and uses them in mines and brothels, breaking them of any will" types. Then have factions relating to these groups view them differently, like the small district town of Goodfield hates both of them but the nearby district of Utilitarianism only like the guy because he's giving these people purpose and safety before injecting them into an understanding economy, while the wretched hive of Murderopolis hate the guy for not selling to them, while encouraging the raiders.
In short; make it morally grey and varied.
Woolfe wrote:MDF_MadDogFargo wrote:I added Slave as a social skill into my skills system:
viewtopic.php?f=7&t=856
"Featured skill: Slave (3 INT). Slave is a social skill. You practice it working. Slaves help at work, but it does not raise their morale. Slaves ignore morale; they don't gain any or lose any, unless they die. As they raise skill levels, they do better work and gain extra HP. They don't talk much. Slaves will not run from combat. Since they don't lose any morale, your party will not lose their morale no matter how bad the slave is hurt. A good strategy might be to fight with a lot of slaves, since they gain HP fast and you can't lose their morale. Slaves are followers, they contribute bonuses to command skills Leadership, Seduction, Vampire, Hypnotist, and Zealot. Morale checks for success of Slave rolls, but Slave increments do not raise Morale attribute. Slaves don't raise their social skills as fast as others do, because of their morale handicap."
I'm using Wasteland's rules plus a Morale attribute for my skills system. I haven't worked out all the details yet; nothing is final.
Wasteland is an amoral universe. It doesn't care if you're killing babies, or climbing sand dunes. It doesn't have a moral opinion about slavery. Characters in my imagined game would have individual opinions about slavery; most free people probably wouldn't like it, and there would be abolitionists. It's possible that social skills can be lost or forgotten.
Your definition of slave is too tight. In Roman times for example, many slaves were trusted and even held positions of power. This is partially becuase a valuable slave could expect to one day have freedom.
Also why do they gain HP? I would have thought a slave who didn't get fed well would get Con/Stamina penalties and therefore be low in hp?
But it is deliciously evil. I think I'd have to hunt you down and kill you in the WL universe (damn slavers)
Lokik wrote:What if there would be be a place in the wasteland where captured raiders, murderers, rapists and other scum are used as slaves? The slave masters would be basically normal, friendly folk, but they use criminals as slave labour, and perhaps also treat them really bad. Could be an interesting moral dilemma if presented well.
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