Saturday, March 31, 2012

Star Trek and Conservative Philosophy

I recently found an interesting blog dissecting TOS episodes in terms of conservative philosophy.  Below is one article breaking down the Balance of Terror episode.

Let’s talk about Episode 14: “Balance of Terror,” which introduces the Romulans! Patterned on submarine films, this episode involves a tactical game of chess between Kirk and a Romulan commander with a galactic war hanging in the balance. It’s also an allegory for dealing with aggression and it’s firmly conservative.

The Plot
As the episode begins, Kirk is about to perform a wedding, when the Enterprise goes to red alert. An unknown alien craft is attacking a manned Federation outpost along the Romulan neutral zone. The Federation and the Romulans fought a war a century earlier, before the advent of warp power. The treaty ending that war and establishing the neutral zone was negotiated over subspace radio, and neither side ever saw the other. The Enterprise arrives at the scene of the attack to find the outpost destroyed and a sensor blip leaving the scene. Kirk and Spock immediately suspect the blip is a Romulan “Bird of Prey” (warship) and that the Romulans have developed a cloaking device. Kirk decides to destroy the Romulan ship before it can slip back across the neutral zone.
Why It’s Conservative
Liberalism and conservatism have fundamentally different views about the nature of aggression. Liberals believe aggression is the result of fear, by the aggressor, that others intend to do them harm. Thus, the aggressor turns to aggression as a means of preemptive self-defense. Hence, the liberal solution to aggression is to assure the aggressor that the victim intends the aggressor no harm. This was why liberals advocated disarmament in the face of Soviet aggression, to show the Soviets we meant them no harm, and why it advocates appeasement in the face of Islamic terrorism.

Conservatives reject this. Conservatives believe aggression is the result of envy combined with the aggressor believing they have the power to seize what they desire because the target cannot successfully resist. Thus, showing an aggressor weakness, either by disarming or by demonstrating a lack of will to fight back, will encourage the aggressor to become more aggressive because it makes aggressor more confident of success.

This episode comes down firmly on the side of conservatism. Consider the debate over what to do about the Romulan:
MCCOY: You're discussing tactics. Do you realize what this really comes down to? Millions and millions of lives hanging on what this vessel does.
SPOCK: Or on what this vessel fails to do, Doctor. . . .
STILES: We have to attack immediately.
KIRK: Explain.
STILES: They're still on our side of the Neutral Zone. There would be no doubt they broke the treaty. . . . These are Romulans! You run away from them and you guarantee war. They'll be back. Not just one ship but with everything they've got. You know that, Mister Science Officer. You're the expert on these people. . . .
SPOCK: I agree. Attack.
KIRK: Are you suggesting we fight to prevent a fight?
MCCOY: Based on what? Memories of a war over a century ago? On theories about a people we've never even met face to face?
STILES: We know what they look like.
SPOCK: Yes, indeed we do, Mister Stiles. And if Romulans are an offshoot of my Vulcan blood, and I think this likely, then attack becomes even more imperative.
MCCOY: War is never imperative, Mister Spock.
SPOCK: It is for them, Doctor. Vulcan, like Earth, had its aggressive colonizing period. Savage, even by Earth standards. And if Romulans retain this martial philosophy, then weakness is something we dare not show.
MCCOY: Do you want a galactic war on your conscience?
KIRK: . . . Prepare to attack.
Spock and Stiles represent conservatism. Spock argues that aggression is part of human nature and that showing weakness will feed that aggression rather than cause it to abate: “weakness is something we dare not show.” Indeed, he notes that for some people, aggression is simply a way of life, e.g. countries premised on a “martial philosophy.” This is directly opposed to the liberal belief that aggression is the result of fear and can be tamed by showing weakness. Stiles backs this up by noting that the Romulans have historically responded to demonstrations of cowardice with increased aggression, which mirrors our own history. Thus, they argue that the only way to stop aggression is to stand up to the aggressor, or as Kirk puts it, they are “suggesting we fight to prevent a fight.”

McCoy, the show’s liberal, is aghast that they are considering attacking the enemy vessel. He believes that using force against an aggressor will lead to a larger conflict, a “galactic war,” and he dismisses Spock’s view as prejudice, i.e. based on “memories of a war over a century ago” and “theories about a people we’ve never met.” He would rather let the Romulans destroy the Earth outposts and presumably sue for peace. This is appeasement. And the fact that he’s an appeaser is clear from his statement that “war is never imperative.” Indeed, if you never reach the point where war is “imperative,” then logically you are suggesting that you are always ready to make compromises to avoid war. That’s a statement of perpetual appeasement and ultimate surrender.

Kirk, true to his conservative form, rejects the liberal position and decides to stand up to the aggressor. His decision is validated by the Romulan commander:
COMMANDER: Danger and I are old companions.
CENTURION: We've seen a hundred campaigns together, and still I do not understand you.
COMMANDER: I think you do. No need to tell you what happens when we reach home with proof of the Earthmen's weakness. And we will have proof. The Earth commander will follow. He must. When he attacks, we will destroy him. Our gift to the homeland, another war.
CENTURION: If we are the strong, isn't this the signal for war?
COMMANDER: Must it always be so? How many comrades have we lost in this way?
CENTURION: Our portion, Commander, is obedience.
COMMANDER: Obedience. Duty. Death and more death. Soon even enough for the Praetor's taste. Centurion, I find myself wishing for destruction before we can return. Worry not. Like you, I am too well-trained in my duty to permit it.
There are several interesting aspects here. First, note how the Centurion believes the time to be aggressive is when you are strong. The Commander confirms this view of aggression when he says the Praetor will attack when he learns of the Federation’s weakness. This runs counter to the liberal belief that aggression is borne of desperation and instead shows aggression as being opportunistic. Note also the subtle anti-concentration of power argument, as the Commander observes that the Romulan people are trapped in a series of never-ending wars because their absolute ruler is bloodthirsty. And he even notes that he disagrees with this policy so much that he almost wishes he would die rather than succeed at his mission, but his own desires do not matter.

Note also the subtle anti-concentration of power argument, as the Commander observes that the Romulan people are trapped in a series of never-ending wars because their absolute ruler is bloodthirsty. He even disagrees with this policy so much that he almost wishes to die rather than succeed at his mission, but his own desires do not matter.

This dovetails with another conservative message in this episode: the importance of the individual. Unlike collectivism, which sees people like the Romulan as tools of the state, classical liberalism favors the individual. So does this episode. We see this both in the fact that the Romulan Commander obeys the collective against his better judgment and is destroyed, and in a fascinating speech where McCoy points out the value of the individual human life and how unique we are:
MCCOY: But I've got [an answer]. Something I seldom say to a customer, Jim. In this galaxy, there's a mathematical probability of three million Earth-type planets. And in all of the universe, three million million galaxies like this. And in all of that, and perhaps more, only one of each of us. Don't destroy the one named Kirk.
But even more, we see it in a subplot about guilt by association. No human had ever seen a Romulan before Spock manages to hack into the Romulans’ viewscreen. At that point, we learn they look a lot like Vulcans. Because of this, Stiles begins to view Spock as a traitor. Some interpret this as a message about racism, but it’s really not. If it was about racism, Stiles would have hated Spock from the beginning. Instead, it’s a message about guilt by association. And Kirk will have none of it on his ship: “Leave any bigotry in your quarters. There's no room for it on the Bridge.”

This is a conservative message, though liberals won’t like hearing that. Conservatism, like classical liberalism, rejects the concept of group guilt and judges individuals on their own merits.

Modern liberalism, on the other hand, divides people into groups by race, gender, ethnicity, sexual orientation, etc., and then assigns rights and obligations, and assumptions about guilt/innocence to people through their groups. Indeed, this is the theory behind affirmative action, that people should bear the collective guilt for the historical actions of “their group” whether they partook in those actions personally or not. Similarly, liberals tar Christians for centuries old abuses, tar Catholics for the crimes of a few Catholic priests, seek to take the rights of all gun owners for the misuse of the product by a few, destroy the internet to stop a handful of pirates, etc. In each case, guilt by association underpins the policy, as liberals seek to inflict group punishment rather than just punishing the specific individuals who did the wrongdoing.

Kirk rejects that kind of thinking and makes it clear that Spock is an individual and will not be made to answer for the crimes of his distant cousins the Romulans.

Once again, conservatism prevails.

Thursday, February 9, 2012

Captain's Blog...

I had a request from a friend to convert my skirmish rules over for use with his 15mm miniatures...and a few emails and reviews later we have AWAY TEAM.  It is a Trek inspired rules set for play with his Astro miniatures!  I won his Astro Crew minis and they are fantastic!  New sculpts are coming from Eli (from I See Lead People fame)for other races.  Set phasers for stun, break out your tricorder, and beam on over and check it out.

Monday, January 16, 2012

mash-up!

Kosmos, the German company that publishes Settlers of Catan board game, will be publishing a Star Trek themed edition of the game!  Mayfair games is the U.S. publisher and no word from them if it will make it over to the States or not.  Here is to hoping it does!

Friday, December 23, 2011

No Mercy

Captain's Log 
Stardate 2719.1


We have lost contact with the new colony on Remoro II. Housing and communications were set up and operational, but shortly after came reports of illness. A request for additional medical help was reported and a medical ship, The Mercy, was dispatched.  Neither The Mercy nor its crew have reported back since shortly after their last message initiating a planetary evacuation of the colony.  

Our mission is to discover what happened to the Mercy and provide aid to its crew. In addition we must try to contact and aid any colonists who may be left on Remoro II.

So what happened? 

In short the colonist disturbed an underground race of sentient gaseous beings-the Remoro. The Remoro's were released into the surface and floated freely. Then the  gaseous beings were being inhaled by the colonists and a war for control with the host begins.  Eventually the gaseous being takes over control.

The Remoro cause many bodily functions to seemingly cease and the host motion becomes jerky and slow.  As the gaseous beings don't understand humanoid functions nor how they came to be masters of those who have inhaled them, they have mistakenly tried to bite or eat non "infected" colonists or medical personnel out of a biological need to feed.  Think of giving the keys to a complex new vehicle to a child: mistakes happen.

In my adventure I had the crew find the floating hulk of The Mercy. A low sub space garbled message still emanated from the ship "No (Squlech/static).....Mercy.......No (Squelch/static).....Mercy.....A quick scan reveals: The Mercy itself has only limited life support left and there appear to be a few living people left on board.  There are no answers to attempts to hail the ship...what do yo do?  

Beaming the living from the Mercy over unleashes the gaseous beings on to the player's ship.  Beaming an away team over should provided opportunity for review of the ships logs and encounters with the infected.   The infected are immune to all but the highest stun setting.  At that setting the gaseous being will flee the host, but the host will be "on death's door step" for the remainder of the episode.  If the players become trigger happy, in "curing" the infected have a..."He's dead Jim" death to curb their trigger happy ways.

 Have the crew figure experience enough strangeness and find out enough details to make them go back to Remoro II.  One there, they should find some "dead by bites" colonists...and strange infected animals and people.

Through guess work, tracking, and computer help, they should eventually find data leading them to an underground cavern.  In it the remaining infected colonists and their leader reside.  The "king" has mastered the ability to talk with its host body and can communicate its anger at its civilization being disturbed, as well as joy at its new power in this new body.  Have the king phaser a flying cave moth-bat to death as a "show of force"

The king wants his people to "inhabit" these new forms and move amongst the stars and see the universe and all the strange things its host has seen.  It feels its gaseous form is a weakness trapping his people here and limiting their potential as a people.

The crew will have to work out a means to:
1. Negotiate peaceful "live and let live" terms with the Remoro's
2. Have them leave their host bodies, and return the colonist to independent function.
3. Give them the ability to explore or at least see more of the universe

In my game the players came up with the idea of creating a robot that allowed the gaseous beings to control it and reside in it.  The colonists will help manufacturer them on Remoro II and the Crew of the Agamemnon even agreed to take the king with them to see the stars for awhile.  In return the Remoro's showed the colonists were the Dilithium crystal deposits were on the planet so they could easily become self sustaining and benefit the federated planets.



Monday, December 12, 2011

Rogue Space review

Porky, from Porky's Expanse, published a good review of my other sci-fi rpg ROGUE SPACE.

Sunday, December 11, 2011

Cool Trek Stuff


Well I haven't heard from anyone actually playing Far Trek since I released it, but I hope someone is enjoying it.  Quite a bit of TOS stuff out there recently, so here is some you may have missed:

Mongoose Publishing is making a new  Star Fleet Miniatures game and releasing a ton of cool minis to support it.

Wiz Kids released Star Trek Expeditions and a  Fleet Captains Trek game earlier this year and they are now doing a collectible Trek minis game.

And of course Amarillo Design Bureau keeps cranking out the Starfleet Universe games.  I love the passion and great work ADB has done in staying faithful too and expanding TOS.  I just wish you didn't have to have a math PhD and a whole weekend to enjoy it.  Great source material, but overly complicated and obtuse rules sets kept me from enjoying it...and before you say anything, I don't think Federation Commander is a fix. It's still too overly complicated rules set and ship tracking system.  Even so they make some very cool/inspiring art to support it!





Monday, October 10, 2011

Far Trek Levels and Long term play

I had a question today regarding the lack of levels in the Far Trek.  (note experience is described on pg 34)

In general finishing an episode (adventure) gives you 1 XP you can spend to add a +1 bonus to a skill you have, or add a new skill to your character.  This is great for short term play, but in  long term play-it blows up.

If you plan on a campaign I'd recommend the following:

Improving a skill: The cost equals the new level +1 XP.  So if you are going from level 2 to level 3 in a skill, it would be 4XP (3 for the new level +1)  Learning a new skill costs 2xp points.

Double the ability price for a new one to 8xp and use the same "new level +1 price" when pricing to increase abilities.

The reason for no levels in the game is because the game assumes players are all important crew members on board already like Spock, McCoy, Kirk, Scotty, etc.

So what to do in a long term game to reward and motivate players? One word: Ships.

In my own game, I used ships as a "level" device.  As the players increased in "level", they got promoted to a new (to them) and bigger ship.  So start them on a small scientific research ship and let them earn their way into bigger ships! That's the best and most "tangible" reward for players in the Far Trek Universe.  A good referee makes sure its a blessing...and a curse! :)