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Added Core Lore Guidelines #682
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| ```admonish warning "Attention: Placeholder!" | ||
| This section is a placeholder, pending a design-doc being created by the related work-group | ||
| ``` | ||
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| # Roleplay/Lore | ||
| # Lore Pillars | ||
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| ## Kitchen Sink | ||
| Space Station is a pulpy kitchen sink setting and is by no means restricted to the conventions of any one genre. Time traveling demon clowns, cybernetic cowboys, space wizards - anything goes! | ||
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| ## Direct and Unpretentious | ||
| Space Station's storytelling should not beat around the bush. Our zombies are called zombies, our dragons are called dragons, our wizards use magic - basically, present things in the most straightforward and direct way possible. If your idea was borrowed from an existing work, name it after the original. If a concept does not neatly map onto any existing trope, try to give it a name that's direct and descriptive, and avoid using unfamiliar proper nouns for key parts of the game world unless absolutely necessary. | ||
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| ## Ambiguous | ||
| An important element of the Space Station setting is ambiguity. As a canvas for roleplay, the game should avoid dictating any details of the setting which aren't directly related to in-game mechanics or factions. Answers to questions like "Why is the Syndicate attacking the station?" or "What happened to Earth?" should remain unstated and left to players to invent as they play. Likewise, proper nouns like faction and place names should be used sparingly. | ||
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| As a subrule, Space Station does not generally have a lot of named "famous people" in its setting. While there is room for incidental celebrities or urban legends, there is no extensive roster of lore-critical figures like generals or presidents, and what few do exist should have biographies that can be summed up in at most a sentence or two ("CEO of Nanotrasen" or "Founder of the Space Clown Consortium" for example). Care should be taken not to make named characters *too* cool - the players should always be the main characters in our story, and named characters should be treated as Space Station's extras, placed into the world as, at most, set dressing. | ||
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| ## Postmodern and Morally Relative | ||
| The universe of Space Station is cruel, uncaring, and unknowable. Members of the crew should feel like cogs in the machine, interchangeable parts of an uncaring corporate apparatus. There are no epic battles between absolute good and true evil, and there should never be any central authority from which the crew can draw legitimacy, such as a police or military. What gods the setting has are capricious and usually absent, and even the crew's employers should feel distant and unreachable. If something goes wrong, there is no higher authority you can count on to save you. | ||
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| Relatedly, even though the station is constantly besieged by secret agents, paramilitary goons, and supernatural forces, life on the station should still retain an appropriate degree of mundanity. This is not a setting where everyone is special - even in a world full of killer cyborgs and space monsters, someone still has to mop the floors, after all. Conversely, even a grandmaster wizard or a supersoldier pumped to the gills with combat drugs is not immune to slipping on a banana peel and sliding face-first into a trash chute. |
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| # Races and Species | ||
| One aspect which sets Space Station 14 apart is that players are free to choose from a number of distinct species to play as. Each playable species differs slightly in its biology and abilities - for example, Moths have wings and can eat fabrics - but any racial differences should be restricted to direct consequences of differing biology. There are no "racial bonuses" in Space Station - species should not have any particular advantage or disadvantage in any particular role. Especially odious is the idea of differing intelligence between species - any species that is pitched as "Strong but stupid" or "Weak but smart" should be rejected out of hand. All player species should be written to be equally capable of intellectual acts, and should never be implied to predispose to any particular profession or worldview. | ||
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| In general, species designers should avoid assigning traits to their species that cannot be enforced through game design. For example, dictating that a reptilian species should bask for warmth or writing that grey aliens have the ability to sense emotions without adding mechanics to buttress these interactions would be undesirable. | ||
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| In canon, each of the main, playable species in Space Station 14 is known and familiar to all player characters. Racial conflict and xenophobia are not components of Space Station lore. Likewise, there are no "good" or "evil" races - the ranks of all main factions, including antagonists, are filled with members of every species. | ||
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| In addition, as part of the ambiguity pillar, species "lore" like homeworlds, traditions, etc. should be left largely unstated, with the notable exception of suggested naming schemes. Each species has an associated naming scheme assigned to it, which outside of graphical and audio design is one of the only means that designers have to suggest how players might choose to roleplay a given species. For example, the plantlike Diona have flowery names like "The Meadows of Excellence" or "The Apiary of Distraught." While individual players have no obligation to adhere to their species' naming scheme, players can and will still use it to make inferences about what their species' broader culture might be like and, thus, how their character might behave. | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. While I don't strictly disagree with this paragraph, I think that there's room for species lore outside of just the naming schemes. For instance, I think an established homeworld is fine, since the environment of said homeworld likely informs aspects of a species' biology. Likewise, I think establishing a "mainstream culture" for that species is also fine, since it provides players who are interested in the species' lore a jumping-off point to make their character feel distinct from how a human might typically act. I think the more important thing to emphasize is that, while these homeworlds and mainstream cultures are "canon", they should never be something that a character is required to be part of. These species have existed for thousands of years and have been in contact with each other for hundreds, and therefore many members of these species have immigrated to each others' planets, formed new colonies of their own, etc. While it might be canon that most vox live on a fleet of spaceships, it's also equally valid for a vox character to live on a planetside colony, or in an underground city on Earth, or in Space New Orleans. |
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