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Mobile Frame Hangar • View topic - MFZ:RA 0.2.1 Rules Posted by Josh

MFZ:RA 0.2.1 Rules Posted by Josh

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Re: MFZ:RA 0.2.1 Rules Posted by Josh

Postby Malcolm_Craig » Thu Aug 09, 2012 4:59 am

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Re: MFZ:RA 0.2.1 Rules Posted by Josh

Postby Soren » Thu Aug 09, 2012 6:26 am

Yeah, I was referring to the later, 1960- situation, which was a clusterf--k in the same way that a grenade will kind of spoil the mood during afternoon tea. Belgium never developed the country beyond the bare minimum of infrastructure required to exploit local resources, and they screwed up the post-colonial transition so badly that just packing up and leaving overnight would have been an improvement. The various strongmen who controlled the country afterwards were awful, but their awfulness was a pretty direct continuation of that tradition, albeit with less of the First World polish that somehow makes evil a little more palatable to the press.

But to me, the most disgusting thing about the Congo situation is that, over a hundred years after those photos were taken... you can still find monuments to Leopold in Belgium. Unapologetic pro-colonial ones.

So yeah, I'm sure there are colonies out there that are close to that level of brutality, poverty and chaos, but we're kind of reluctant to provide them as examples.
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Re: MFZ:RA 0.2.1 Rules Posted by Josh

Postby Zero Revenge » Thu Aug 09, 2012 10:47 am

Thanks Malcolm & Soren, looks like I have a weekend research project to do now. ;)

Jeez, now I see why the S.U. have the Special Prosecutors. If Corporations can treat colonies like this? In a Future Age? Sheesh. They need it.

Atleast by the Solar Calender, Humanity no longer discriminates on race, sex, ethnicity.
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Re: MFZ:RA 0.2.1 Rules Posted by Josh

Postby Malcolm_Craig » Thu Aug 09, 2012 12:27 pm

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Re: MFZ:RA 0.2.1 Rules Posted by Josh

Postby Soren » Fri Aug 10, 2012 1:49 am

I can definitely see Free Colonial movements that resemble UDI Rhodesia or even the (in the sense of 'we want X in order to benefit from doing very bad things', not necessarily in the specifics).

The way I envision colonial social stratification is a sort of feudal birthright issue - the earlier you emigrated, the higher your social status, the more secure your position, etc (and the more likely you are to decide you'd rather be the biggest fish in a smaller pond). And while officially discrimination by gender, ethnicity, etc. are illegal and well contained - some member states have done a much better job of enforcing the laws than others. Some people are also inevitably going see moving off Earth as a fine and dandy time to start asserting their traditional prejudices again.

And of course, the system works a lot better on a heavily-populated, highly educated planet like Earth, where interdependence and cooperation is a basic fact and necessity, than on a fresh colony planet where you can strike off into the bush and do whatever you want.

I'm not sure I'd actually want to play any of those factions, even ironically, but having them lurking in the wings seems like a basic concession to realism. If I were actually going to do something like that, I'd play them as backdrop to an off-planet military unit that unfortunately finds itself on the same side for different reasons and doesn't like them.

Part of the reason it's hard to talk about this stuff in a fictional context is that it's still very much an unfinished conversation in the real world, and so you can't make fun of it with a clear conscience - like you can with, say, monarchists.
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