UPLIFT ME AND I’LL PUSH YOU DOWN

upliftUplift.

Say it out loud and people will look at you strange if you’re in public, but say it at home and safely private.  Uplift.  The word makes you feel good.  The word is also synonymous with “god like”.  To Uplift in the transhuman use of the term is to impart sapience on a previously non-sapient organism.  Of all transhuman beliefs and paradigms, of all the philosophy and technology, there is no single idea so fraught with dangerous ethical questions and honest to goodness physical danger for the human race.  While there are a number of threats to the longevity of the human race on the transhuman horizon none is so certainly a path to destruction and suffering as the idea of Uplifting one of our fellow tenants on Hotel Earth.  

The human race has 86 billion neurons with roughly 15 hundred trillion synapses.  About 21 billion of those neurons sit in the cerebral cortex.  The cerebral cortex is a two to four millimeter layer of gray goo on your brain.  This goo is deeply tied into attention, language, memory, perception; basically everything we generally think of as “me”.  The Long Finned Pilot Whale has more in the cortex but less overall while the African Elephant has far less in the cortex but more than any other species overall.  That is to say; we have no idea why we’re the smart animals and others are the dumb ones.  In that lack of understanding we and the tenacious sponge, which has zero neurons, are the same.  

The technologies required to transfer consciousness requisite a deep understanding of the aforementioned neurons and synapses, how they interact with each other, and how they interact with the rest of the organ we call a brain are immense.  The ability to grow bodies in any period of time faster than standard aging and to a specific design requisites a deep understanding of DNA, RNA, cell architecture, creating and maintaining a homeostatic organ sack a.k.a. the peritoneum; yes that’s a real thing; borders on miraculous.  The ability to alter DNA on a germ-line level that not only alters the correct RNA sequences but is also stable through generations?  Divine.

dna

I’ve praised Eclipse Phase and Posthuman Studios a number of times but in this particular instance I cannot.  The realities of changing the solar system from a single sapient species star to one with several dozen are glossed over and barely touched upon by Posthuman and it’s a missed opportunity.  Let us consider the children of a fallible creator.

The first generation would likely be in awe; overwhelmed by a new level of stimuli, the distance between themselves and their ancestors shocking. Regardless of the relationship their human creators would seek to create in these new born sentients a subservient relationship; while speeding up neurologically from zero to sixty would be difficult for the new sapient imagine the difficulty most humans would have with interacting with a newly intelligent chimpanzee. The second generation would be excited with opportunity and potential and depending on the treatment by humans remain loyal. Eventually they would seek the right of self-determination and the human race has a spotty history in allowing that between cultural groups, never mind a separate species entirely.

The responsibilities of created to creator run a gamut and if any can be considered we need only look at modern religions and the wildly varying opinions found there for a baseline of the options and the myriad reactions. A creator as a distant caretaker, a wrathful father figure, or barely identifiable initiator of natural cycles. A created of adoring sycophants, raging zealots, and those of differing beliefs subjugated and oppressed. I take it the appropriate images have been conjured to mind?

Eclipse Phase has uplifted Bonobos, Chimpanzees, Crows, Dolphins, Gorillas, Octopi, Orangutans, Orcas, Parrots, Pigs, Ravens, Whales, and Neanderthals. Yes. Neanderthals. Let us forget the ocean dwellers whose neural architectures are dominated by echolocation and spatial perception and would have alien thinking at a minimum and consider pigs. Whom we eat.

pig

“Welcome to sentience my boy”

“I did well poppa?”

“Oh yes.”

“Jim, we’re ordering lunch, what do you want?”

“Grab me a BLT…”

Awkward silence.

 

 neanderthalensis_jg_recon_head_cc_3qtr_lt_sqAnd neanderthals.  Whom are extinct and most of the evidence, re: all the evidence, points at us as the murderer (*editor’s note or did we?), and in Eclipse Phase we hear barely a whisper of such conflict.  While it’s understandable to focus the first few books on the conflict with the TITANs as it’s a central theme and threat on several levels to seemingly ignore the species conflicts in later books is a gross oversight.  The story opportunities built within such an event, such a conflict, can barely be counted.

Do we, as the dominant species, have a right to so fundamentally change another non-sapient species?  The themes of Eclipse Phase paint mankind as young gods; immortal, powerful, able to create life where there wasn’t any before, and able to bring another species into the self-awareness of sentience.  The transhumanity that is painted across the Sol system in Eclipse Phase isn’t “trans”humanity; they are transdivinity.  The Eclipse Phase human race, like the titans of myth were overthrown by their children but in the case of EP those children have apparently settled for dethroning their forebearers and have apparently left humanity to it’s own devices.  In this surprising moment of breath after such struggle humanity has again risen up to stride the Sol system as godlings.  

In spite of all this, the question remains; is there a higher authority than humanity?  Does humanity have the right to bring another race screaming into the universe?  And what will those children feel for their creators?  While there are many who will be grateful there will be many who resent humanity and a racial conflict the likes of which we haven’t seen yet would explode across the system.  The natural state of living organisms is harmony with the environment; conflict with other organisms.  This is the fundamental rule that all organisms live with; including humankind.  How easy is a race war when your enemy is literally not human?  How simple to justify that conflict on both, all three, all four, all five, or more sides?

The gods of myth are universally petty creatures; caricatures of simple ideals or natural forces.  The historical image of humankind is filled with wars over resources, religions, and race.  

Posthuman has missed an opportunity for perhaps some of the most sweeping storytelling to be found in science fiction and I can only hope that after reading this they set their sights on expanding these ideas and showcasing the very best of us and the very worst.  It is through our stories that we reflect on where we’ve been, where we are, and where we’re going.  We must celebrate our successes and suffer for our sins; only in a crucible can we forge ourselves a better people.

 

what-is-human

What then are we, 

Rough creatures

Elegant grace

What then are we,

Fathers and sons

Mothers and daughters

What then are we,

Refugees of nature

Lords of earth and sky

What then are we?

~Anonymous

 

Justin has been playing, running, and designing games since he was 14.  He enjoys reading, writing, eating, and sleeping.  He also enjoys a good think but not too often as he’s very heat sensitive and doesn’t want his brain to boil over.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

Edited per author request on 10/10/2016 at 5:24pm

SOCIAL CONTRACT

social-contract

 

So you and your friends have decided to try out this “RPG” thing.  Your groups want to give it a try and see what all the buzz is about. Before you go diving in, there are some steps that, as a group, you all must take into account.  When deciding on a new game I recommend that 5 questions need to be addressed and answered. They are as follows:

 

 

 

1)  What is the time frame we are all willing to put into the game?

2) Where will the game be played and who will host the game?

3) What game will the group run?

4) Who will be running the game if a Game Master (GM) is needed?

5) Are there any topics or themes that are to be off limits in the roleplaying setting?

 

Each of these will be covered in a future article over the next few weeks.

Don’t worry!  I will give examples of the discussions, in italics, that should be taking place for a satisfying gaming experience to be had by all.  I also highly recommend reading over Josh’s excellent entry on using gaming as a form of dialog. That Blog Article touches on many ideas that I feel are also central to this thing I call the Social Contract.

 

1) What is the time frame we are all willing to put into the game?

clock

The first thing you need to decide is how much time your group is willing to set aside for a game. I start with this question as it sets the stage for the rest of the questions to come.  This helps to set expectations.  Everyone involved will be aware what time requirements will be required in order to take part in the game, either as a player or a GM.  Once the time factor is decided, there are three sub questions with regards to time frame. These are as follows:

 

 

1a) How many days per week/month will the group meet to play the game?

2a) How long is each session going to last?

3a) How long will the story run for i.e short arc vs. campaign?

Looking at that first sub question: How many days a week/month will the group meet to play the game? Sure it sounds silly but it’s one that must be noted. For 99.999% of groups this will be easy to determine based on schedules and other commitments.

For example, I have a few ongoing groups and these groups meet not only on different days of the week but also with different frequency.  One of these groups meets every Thursday in person.  Another one of my groups meets every other Saturday via Skype.  The point is different groups with different agreements and expectations of when and how often they will meet.

Now we know when we will meet.  How long can we meet for?  This is important for many different reasons.  The main one being making sure that the GM running the game has enough content prepared and ready to fill the agreed timeframe.

There is a ratio I use to determine how many hours I like a session to last depending on the number of players. I will go into that in a later entry. For now just understand that your GM will spend time out of game putting together the story.

That is if a GM is needed. Just wait I will get to that under the “what game will the group run” question.

While the timeframe for how long each session will last is important for the GM, it also helps the players.  For me it lets me know who many scenes I  can expect to be in or be center stage for.  This is another topic which I will touch on in a later entry but, a player should have at least one scene highlighting her or his character.  From a standpoint of length of each session this means that one can roughly determine how long your scene will last.  This can help to keep the story moving along and prevent players from monopolizing both scenes and time.

Now we know when we will meet and how long each session will last. What is the time frame for the game we are playing? How long will this story last?  This is important because life has a tendency to interfere with gaming. Some groups like to do a series of one shot games (think of these like a sketch comedy show, that always uses the same actors, but in different roles each episode), others a mini-campaign of 6 or 7  game sessions (this is like a television mini-series) and still others like massive year-spanning campaigns (an example of this would be an hour long Drama’s entire series production run).

What will work best for your group is part of the contract, for example, your group decides to dedicate your free time once a week for 4 to 5 hours per session, what is the end date for this particular game?

I have played in plenty of one shot style games where a whole story is told in one session. On the extreme opposite of this I ran a decade-long Vampire: the Requiem game that started from the time the main 1st edition book was released in 2004, and ended in 2014. … yes we met weekly.

Both of the above examples show two very different games in terms of length of story.  Knowing how long that story will go on for will help in deciding what the group as a whole can commit to.

With regards to the Vampire game mentioned above I had plenty of people who shied away from it because it was both daunting to them and they didn’t want to commit to something like that in terms of length.

Also, knowing the length of each story or campaign allows the possibility for players to rotate who runs the game as GM.

For example, both my Thursday and Saturday groups mentioned above rotate between GM’s. Once one story is finished another GM will step up and run a game. Each campaign runs about 5 or 6 months on average. This for us helps with a few things; one, no one person gets burnt out on running and never getting to play, and two, it allows us to try many different and diverse games.

Make sure everyone is okay with both the frequency and length of the game.  Yes, you will need to be willing to make compromises; so make sure those diplomacy stats are high and not used as a dump stat.

In recap, we have an understanding so far of what frequency we’ll be meeting and how long the game we are going to run shall last. With one big question out of the way we can tackle the next one:

Where are we doing this thing at anyway?

Where indeed?

That I shall cover next week…

 

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

MORPHOLOGICAL FREEDOM IN THREE EASY STEPS

Genetic engineering is one of the oldest human technologies dating back some 15,000 years.  Yes, you read that correctly; I hope. Mesolithic was the era and the descendants of the wolves to first scavenge off the refuse of human communities were the target.  While the exact series of events are debated, the fact is, around that time some bloodlines of wolves became accustomed to humans and eating what humans provided, overcoming one of the most crucial barriers between “wild” and “domesticated”, the acceptance of humans as the provider of food.  Once this happened, the breeding of wolves into dogs and the hundreds of varieties that we know today really took off and arguably the most successful partnership between two species began.  

E000498
From Joyfuldogs.Uk

The modern golden and sweet corn was engineered from a grass, yep, grass, called teosinte in the Americas about 7,000 years ago.  The modern corn plant couldn’t possibly survive on it’s own in the wild and is a decidedly vulnerable and ill-fitted for survival plant.  Think about it, ever seen corn in the wild?  This plant however has become a centerpiece of our diets and our industries; the debate as to whether this should be the case won’t be addressed here but is something you should look into.  Seriously; educate yourselves, people!  

maize-teosinte

Starting an article focused on morphological freedom; the freedom of sapient species to alter and change their physical bodies as they see fit to do so; with dogs and corn may seem a bit odd.  These two facts establish a baseline of fact; the human race has been modifying other species of both plant and animal persuasions for millennia and getting upset because we’re more efficient at it now won’t change what is an expression of our fundamental nature; adaption.  Except we’re not adapting ourselves, we’re adapting everything around us.  This is the seed that has grown into the fear and loathing of human modification and postnatal physiological alteration; that’s a fancy way of saying gender reassignment surgery.  

Oh my people, you’ve stepped into it now as the trap snaps shut with Eclipse Phase, transhumanism, and a current politically hot issue coming right at you, so let’s do this.  The idea of changing our bodies brings out more resistance in humans than the idea of altering ourselves mentally if the prevalence of mind-altering drugs both legal and illegal is any indicator.  Why is this the case?  Primal instinct.  Our sentience and sapience is a new edition to this gene code carrying transport that is our bodies and seemingly we have far less of a reaction to adjusting our mental performance while the idea of transgender makes the skin crawl up your spine.*(Editor’s Note, thankfully, not everyone has such a reaction.)  As a note the reaction your baser instincts have doesn’t make you a bad person; what you choose to do with that reaction determines the kind of person you are.  

ep-logo

The history of Eclipse Phase doesn’t record when the first political shots were fired in the battle for morphological freedom, but if it’s the same as our own reality then I can understand the desire to hide that it was over bathroom usage.  The result of that inevitable war is the rampant morphological freedom to be found in the game books as the selection of bodies or “morphs” continues to expand.  This continuing growth of selection makes absolute sense from all angles; the Hypercorps would offer varieties of the same morph, much like a modern car lot would offer a selection of the same model with small adjustments and modifications which would create a multitude of choices, never mind the cosmetic choices.  Would you like a body with cat eyes?  Perhaps you’d care to see that model in the neon pink fur?  We used a sea coral gene line to create the fluorescing effect in the fur which actually has a cellular nature similar to fish scales but we were able to maintain that soft RealFr™ feel.  Let’s discuss terms; lease or buy?

inevitable

Because why buy when you know you’ll want to replace that body after a few years when you become bored with it?  Or the new model arrives with gecko pads for an incredible climbing experience?  The advertising would feature a neon pink cat like morph dangling from the cliff face of Olympus Mons while Roar by Katy Perry plays in the background.  Also, consider that manufacturers wouldn’t build these bodies to last knowing that you’ll want a new one, whether a year later or ten, and Posthuman Studios has acknowledged this beautifully with the Planned Obsolescence trait. While most commonly associated with the Ruster morph, this should be a trait we see in almost all high performance morphs, especially those sold by Hypercorps.  The same logic that powers the light bulb industry would most definitely power the morph manufacturing sector.  While a morph that lasts a hundred years with minimal effort can be manufactured there isn’t a profit in a consumer base that’s only shopping on a centennial basis and so the corporations continue to their religion of profit in all things.  So surely the anarchist outer system filled with free-thinkers, post-scarcity economics, and readily available means of production have created an environment where a single body can last and is more importantly socially acceptable and even encouraged?  

If you squint you can see Katy Perry
If you squint you can see Katy Perry

Unlikely, friend; as the ever expanding need for new experiences in the face of eternity will fuel a constant desire and even need to upgrade, expand, alter.  There’s little difference between the scum barge filled with sapients changing bodies in a constant desire for new experiences and the kids purchasing the latest iPhone because it’s the latest.  They’re both craving the new, the different, and to feel they belong to a group not like any other.  The consumer mentality is a weakness of humanity and doesn’t dissolve into the background because there aren’t corporations to take advantage of it.  While the books of Eclipse Phase and the adherents of transhumanist thinking would have you believe that “mom & pop” and “grass roots” would be the best descriptions of their post-scarcity economy, the reality is the scarce resource in a post-scarcity economy would become reduced down to fundamentals; time and knowledge.  The specialized skills and services and techniques used in the production of goods would become the most highly valued part of any exchange.  The reputation system in Eclipse Phase demonstrates that beautifully and, if anything, is simpler than what would be the reality.  

The technological level painted by Posthuman Studios doesn’t allow for subsistence economics or desperate survival in the face of unavailable staples like food or water; the technological level presented means that all basic and necessary survival items, like food or water, are readily available to all.  In order to make a setting where getting your next meal is important you would have to remove the technological level and this has an impact on economics as well.  The skill of a talented chef is more valuable than the ingredients they are working with.  What is important to the chef however is a bit different; more knowledge to increase his own skills, a more productive morph, better enhancements for tracking the goings on of the kitchen, better multi-tasking software.  The economy would become a series of specialists offering valuable one-of-a-kind items and mass produced boring items of dubious quality.  For the first time, quality would overpower quantity as the primary motivator of profit and nothing would be more valuable and profitable than morphs.  A product that is literally the experience of life with the additions of improving quality of skill and performance in the areas most profitable to the owner has no analogue in our modern day; the value cannot be calculated.

This is real...
This is real…

The transhumanist philosophy uses morphological freedom as a supporting pillar, a primary tenet of the philosophy.  While there’s this seeming assumption about medical advancements that will defeat aging, overcome cancer, and prevent all illness there’s seems this underlying drive, need, for true morphic freedom.  There are a number of hurdles and concerns to be overcome for this to come to pass.  Our minds operate with our bodies, our minds rely on the chemical messages and sensory data of our birth bodies and sends commands with so much ease to our various organs because both body and mind grew together.  A process that creates a vast amount of integration, a perfect homeostasis between mind and body which is the result of and part of the process of our evolution.  In essence we would need to learn every trick that evolution has developed through trial and error over hundreds of millennia in order to fulfill the transhumanist desire and we’ve only just barely begun.  The technological underpinnings for such ease of transference of an adult mind are mysterious and distant and Eclipse Phase doesn’t focus on the technology and instead focuses on how the human subject is reacting to something. That is something Posthuman does very well; bringing the focus back to the human face.

The face of that human and in fact all of humanity in the Eclipse Phase universe is one constantly shifting between the wildly variable morphs that have become available.  The societies that cover the solar system are where those who refuse to change their bodies are the strange and the weird, a far cry from the modern world where the idea of gender has created so much furor that you can hardly hear the few reasonable adults speaking.  This is the ideological battle that’s commencing with the modern age as the first skirmish and Eclipse Phase as one possible outcome.  There are centuries yet before we even come close to the morphological freedom that Eclipse Phase enjoys, if it’s even possible, but the potential for such is grandly done in Eclipse Phase.

 

Next time we’re bring neural programming, morph engineering, and the endless human need to meddle together and talking about uplifting non-sapient species.  Yeah, ethics!

reprotech

  Ewwwww…gross.

Justin has been playing, running, and designing games since he was 14.  He enjoys reading, writing, eating, and sleeping.  He also enjoys a good think but not too often as he’s very heat sensitive and doesn’t want his brain to boil over.

ECLIPSE PHASE AND THE TRANSHUMAN PHILOSOPHY, OR, HOW I STOPPED FEARING DEATH AND LEARNED TO LOVE NANOTECHNOLOGY

transhumanismTranshuman

The term is getting thrown around a lot these days and when I write the words a lot I mean a lot.  Transhumanist groups all over the world have seen their numbers swell over the last five years, an example being the Singularity Group, a Transhumanist group that went from 400 members in 2011 to over ten thousand by 2014.  The idea of “beyond human” has found itself coloring the cultural landscape in music, movies, television, novels, and especially in gaming.  At first these change were small bits and pieces of what is an all-encompassing philosophical movement.  Then Posthuman Studios in 2009 dropped Eclipse Phase on our collective gaming culture like a unknown hip-hop artist dropping the mic after proving themselves in an epic rap battle.  The team at Posthuman integrated and deftly arranged Transhuman philosophy into and around every element of EP and created a game that is in the same vein as Shadowrun, forcing deeper thinking about the gaming experience from both a mechanical and setting perspective.  Now in the uncertain future, which all gaming companies get to enjoy, in an industry that much like amateur theater is more a matter of passion than profit, the question becomes what is the direction of EP as the Transhumanist movement itself slowly saturates and bloats beyond the bounds of philosophy and into the realm of faith and cult-like attraction?

philosophy1small
Philosophy is Fun

Let’s take it back to basics; what is philosophy?  What is a philosophy?  Why is Transhuman philosophy, at least initially, the truest descendant of those original Grecian deep thinkers?  Start with the word: philosophy, the study of the fundamental nature of knowledge, reality, and existence, especially when considered as an academic discipline.  The word itself is made of two; philo, “to love”, and sophos, “knowledge”.  The first word, philo, has layers of meaning, being of the same literary family tree as phyle, “a race or tribe”, phyein,”to bring forth, produce, or grow”, and physis, “nature”.  What is the Transhumanist movement but a collection of “tribes” all trying to “grow” more powerful so as to control “nature”?  More so than any philosophy in history Transhumanism fulfills the faceted meanings of philo.  Being a member of the movement doesn’t bring riches; followers love the promise of the movement.  A golden apple of, if not immortality, then extended lifespan and health that no human being has ever enjoyed and expansion of the mind to match.  Of course minus the necessary transition of death required by many other golden apple offering organizations who will remain nameless.  I’m sure we can all think of a few off the top our collective heads, hm?  Or wait, maybe there is a shuffling the mortal coil price of admission?  We’ll get to that later.

Sophos, knowledge, in Ancient Greece men who so debated and argued over the meaning of life and everything were referred to as sophists; teachers who used rhetoric and philosophy to teach arete, excellence, to paying noble students.  If the previous sentence sounds like a set-up for a winding downward path of corruption and misunderstanding than you’re paying attention.  A modern day sophist is considered a charlatan, a hack, a cunning master of words who uses clever but ultimately fallacious and deceptive arguments.  Yes, that’s right, a con man fleecing retirees in Florida has as much in common with a sophist of ancient Greece as the modern philosophy teacher.  They are two sides to the same coin.  Did I mention ancient Grecian sophists were also the first lawyers?  Thanks, Greece.  

It is in this respect that I feel Transhumanism cements a place as the truest spiritual successor to ancient Grecian philosophy.  The Transhumanist movement offers a bright shining future filled with reason, logic, intellectual pursuits, and wonderful advanced technology.  It also offers existential threats to both the continued prosperity of the our species and our very sense of self-preservation.  Both of these futures are painted in golden words and clever arguments.  One is classic sophist and the other modern and the movement has started to mix the two arguments freely.  

“Wait,” you said while finishing that last sentence because you think I can hear you through the magic of the internets, “isn’t this a gaming website?”.  You are correct!  Eclipse Phase brings this murky complexity into the table-top arena and through the games we play and the campaigns we run forces us to face the questions of Transhumanist and Posthumanist thinking while laying the groundwork in the very bedrock of the mechanical dice system.  Posthuman studios has created a game that from page one of character creation gently reaches under our chairs and elevates the conversations at our gaming tables.  

PS21002_EclipsePhase_MorphRecognitionGuide_400px
Buy the Book

There are effectively two characters being created.  The hardware; the body: whether bone and blood or steel and circuits; and the software: the mind, skills, and memories of the player character.  The software is, in contrast to our experiences with computers, the permanent element of your character, while the hardware, in true Transhumanist fashion, is disposable and replaceable and upgradable like that cherry keurig in your kitchen.  You can get a bedeviling assortment of enhancements both biological and mechanical for your body but never forget that you’re only stuck in it until you finish the payments… though, get the Gap insurance just to be safe.  This is a pure idealist view of a bedrock technology for a Transhuman future that borders on posthuman.  The idea of the mind and body as something that can be uncoupled is perhaps the easiest to understand concept at the center of Transhuman thought, and more importantly, is one of several fulcrums for playing Eclipse Phase.  The body is a housing and with proper technologies for uploading, recording, and processing human personalities it may be abandoned.

heinleinstranger
Word Creator


As a player this will be one of the most difficult things to accept on a deep instinctual level as ironically the ideas of libertarian politics and individual liberties can be quirky and the popularity contest of a post-scarcity economy; which isn’t actually in Eclipse Phase; can be complicated, they are rooted in ideologies we can interact with in the real world.  However, to abandon your body and not feel a deep loss when being uploaded away is an instinctually difficult idea to grok.  FYI; “grok” is loaded into all spell checkers; that’s a big “W” for Heinlein.  There isn’t anyone who can predict with any accuracy what would happen to a mind without all the support biology of a million years of evolution connected to it.  Remember above about golden apples and transitions of death?  When a computer moves a program it copies it first then deletes the original.  Two whole and complete instances of self would exist and for those few moments be the absolute same person having the same experience. The entire experience would be so far outside our own reference points as to do unknown damage to the psyche.  Thankfully Posthuman Studios agrees and included insanity and Stress points as an alternative type of damage and health in addition to the usual physical indicators of health.  

The idea of sanity and more specifically the relation between perception and reality is another core tenet of EP and an important “big question” part of Transhuman thought.  The world of EP has folded what a modern perspective would call virtual into the the physical world.  The idea of technology so closely integrated as to be genetic means the street of virtual advertising that you can’t without the proper implants becomes reality.  A city block, gray and tan buildings four to five stories tall, the thin skies of Mars overhead.  There are crowds of people all moving along chatting but there’s no noise other than feet and mouths.  However, with the proper implants, the street is lit with a dizzying array of animated signs for business.  Holographic greeters stand outside door ways offering sense memories to sample products and digital menus with encrypted coupons to take home and order with later.  The ears are alive with soundtracks being offered like radio a number of HD channels from private casters to a particular storefront offering a soundtrack with their commercials subliminally layered underneath.  The clothes of the people are alive with neon art, short animations advertising a new popular band or movie.

Should you want more information about that popular band or movie the image itself acts as a hyperlink to the movie’s launch site or the band’s fan page illuminating the integrated instant access to information.  We in the modern day have some understanding of what it’s like to always be plugged in, connected to a vast resource of information.  However, the tenets of Transhumanist thought call for a deeper integration of this access.  An almost subconscious access, your implants; a solid state hard drive, networked cellular sized processors operating inside a shell made of your cloned neural cells, a multi-band high speed wireless connection made of micro-line that grows along your cardiovascular system.  Imagine your virtual half offering up information and data without prompting as you take in the sights.  Even downloading small sense memories, another person’s actual memory of doing something or experiencing something that they’ve digitized into a small file to be added to your own sense memory.  As you integrate other memories then the questions arises of identity.  What is identity in the face of the moldable nature of mind and awareness?  

What is the value of self in the face of neural uploading?  The first time the mind is uploaded, assuming from a healthy human, there are then two of that person existing, staring at each other through their perception of the world and both wholly formed people.  The two would be identical people for only the briefest of moments and then they will be ever so slightly different.  The in-setting laws and sections in EP about that moment is one of the most complicated sections of the entire line of books and is one of the most complicated ideas of Transhumanist thought.  The process of “forking” involves rolls to prune the neural structure of your characters duplicate and allows a purpose built version of self minus any distractions like sense of self or memories in the case of beta forks.  The much more complicated; re: fully realized duplicate; alpha fork is the more legally, philosophically, ethically, and spiritually dangerous concept.

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Probably the Wrong Kind of Fork

This is where Transhumans falter in the philosophy and EP expresses it beautifully as few if any can agree on the moral and ethical nature of the above situation.  Is it suicide to transfer your consciousness, to upload a copy of self away from your birth body?  Is it a murder/suicide pact between your self when a fork is sent to collect information returns and is reintegrated into the “original” or does the fork demand the “original” integrate into the fork?  Which is the legal entity known as that person?  Who has legal precedent and who is the true person?  EP handles this by providing every major answer in the characters of every major power in the solar system setting of the game.  The Jovian Republic says there is a soul and if you’ve left your original body you are not human anymore.  The Scum Fleets encourage experimentation of self that sound more like a John Carpenter movie than the well reasoned choices of an advanced species.  The Martians focus on survival and let others tackle the big questions.  The Titanians actively explore the concept in academic settings while Extropians enjoy the full width and breadth of the technological advances but don’t clamour for the extreme experience the Scum pursue.  There are more and more and more factions, clades, tribes, clans, hypercorps, small city-states (village-states?), and ever more exotics forms of community. Like flipping through the pages of a book they are each different in their approach and reaction to the neural freedom of technology.

What does this do to the psyche?  The far reaches of Transhuman technology create monstrous abominations that chant “long live the new flesh” while charging to break the body while their very appearance breaks the mind.  A mind already ablaze and saturated with this constant input of sights and sounds that must be actively managed.  A mind that isn’t tethered to a body and may also roam fully into the digital world of restaurant menus and subliminal advertising.  How does this affect an originally “normal” human mind?  The Stress point and insanities system of Eclipse Phase reflect the downside of this morphic freedom and by reflecting the darker side of the malleability of mind they embrace all of Transhuman thought.  The rolls for resleeving, the adjustment periods, and all the bonuses and flaws of switching bodies is a fundamental element of Eclipse Phase and this neural freedom is key element of Transhuman thought.

The idea of a “mind” as software creates interactions with the environment not possible in other games and dangers that simply can’t be found outside of EP.  The mind can be transferred to newer and/or better bodies but is also a target for psychological invasive memes, malware consisting a bad case of schizophrenia where the voices give you specific instructions to leave the back door unlocked at the bank, even whole other personalities with separate skills ready to take over when needed most.  In this element of EP the Transhuman thinking at it’s core shines very brightly indeed. You must have faith in the process upon which you embark because after it’s done your mind will be humanely wiped from the meat like quietly putting down a old dog.  

Transhuman thought asks massive questions about the mind and Eclipse Phase brings all those questions and the underlying technologies to you as a player in a variety of combinations.  Just like the neural and morphic freedom that Transhumanity strives for the world of EP offers a way to play and approach these massive questions from any angle.  Is the mind the soul?  Do we have a separate element of ourselves which make us that can’t be transferred?  Is there really a difference between real and virtual?  Can a human be duplicated and if so are both the original?  Can a mind be programmed, firewalled, infected with a virus, and upgraded like a desktop computer?  Is there a point where the you that exists isn’t the same that existed?  

Those are big table breaking questions and they won’t be answered in this article or in the Eclipse Phase setting so…good luck with that?  The next time we meet we’ll dive into morphological freedom, the technologies and philosophical concepts behind re-sleeving, morphs, biotech, nano-tech, and the point where artificial and natural becomes very blurred indeed.  We’re going to be with Eclipse Phase for a while really exploring the ins and outs of the Transhuman heart that beats at the center.