Shadowrunning In The Corporate Republic
"It's been forty-nine years since our world changed almost beyond recognition...As a people, we innovate and create for money rather than the pure pleasure of bringing something new into the world. Rather than using technology to improve the lot of mankind, we've allowed it to separate us even further from each other." --- Shadowrun, Third Edition.
It's the dystopian future of 2026. Criminal subcultures flourish. Megacorporations have become the new world superpowers. Executives and wage slaves hole up in heavily-fortified enclaves, while beyond the gated walls, enormous throngs of outsiders fend for themselves. No longer mere flesh and bone, many people have turned to the artificial enchancments of "cyberware" to make themselves something more than human, something other than a machine.
Shadowrunners are the individualists who live on the margins, able to "slide like a whisper" through the databases of giant corporations, spiriting away the only thing of real value -- information.
No wonder so many e-mailers, in response to my series "The Corporate Republic," urged me to get the "Shadowrun" handbooks. It's jarring to come across this increasingly plausible vision of the future. In this pen-and-pencil role-playing game -- part improvisional theater, part storytelling -- science fiction once more mirrors the contemporary imagination and foreshadows what lies ahead.
Intentionally or not, Shadowrun is much more than a game. It reflects the attitudes and values of younger, technologically-centered Americans. It may also project their futures, at least of the ones who are individualistic, creative and discontented. How ironic that young gamers have sensed for years (the original Shadowrunner rules were published in l989) what journalists and politicians still keep missing -- that life for individuals gets rougher by the year here in the Corporate Republic. That a handful of megacorporations are becoming powerful beyond anyone's control. That individualism is not only growing more difficult, but one day soon may actually be dangerous. That this creeping reality has been a role-playing exercise for brainy kids for more than a decade is an amazing thing.
"Shadowrun" is as much a political manifesto as entertainment, a social and political fantasy that feels increasingly prescient. Shadowrun's creators saw the growing power of corporatism ( the forces of evil are dubbed "megacorps.") They grasped its inherently amoral nature, its wanton invasions of privacy, its embrace of technology and co-option of politics and culture; they anticipated the marginalization and isolation of individuals who don't want to go or get along.
A lot of the people reading this are already Shadowrunners, or are about to be. For Corporate Republic renegades, life is increasingly an adventure. Like the Shadowrunners, our lives are inextricably entwined with the megacorps, our personal histories a string of confrontations and close encounters with the powerful entities that dominate the world. Like the Shadowrunners, we face a lot of personal and moral decisions about how we live. We might want to make money or challenge corrupt authority. Or, once we get a few "runs" under our belts, we may wish, like the original Shadowrunners, "to find a lost love," or avenge [ourselves] upon a corporation" that did us dirty. Perhaps taking direction from wise and experienced gamemasters, our goals and expertise will become more focused and coherent over time.
The connection between individualism and Shadowrunning is irresistible, if you let your imagination sprint for a bit. Individuals already shadowrun all the time in the current Corporate Republic. They grow up, using technology few of their peers or authority-figures understand or approve of. Routinely hunted down, at least in the cultural sense, they get accused of obsession, addiction, lack of social grace, even, increasingly, of murderous tendencies.
Everywhere they go, from their first arrival in most schools to their struggles in the workplace, they are confronted with inverted values, with the corporatization of culture, the pressure to conform, to shut up.
The turning point, recounts the Shadowrun history, came during the "Apocalypse" (l999-2010) when two Supreme Court rulings "set the stage for a world in which megacorporate octopi call the shots and use shadowrunners like so many pawns in their games."
Here, too, fantasy and fact converge. The turning point for the modern real-world corporatism came in the l980s, when government decided to de-regulate many industries at almost precisely the same time as new marketing strategies and technologies were exploding, arming business with the ability to mass-market, monopolize and globalize.
With government more or less out of the picture, and technology advancing rapidly beyond the consciousness of politicians or journalists, it was open season for corporatists, many of whose companies have grown wildly beyond anyone's expectations.
What's really remarkable thing is that Shadowrun was written before Microsoft sotware was in more than 90 percent of the world's personal computers, before five companies owned virtually all the radio stations in America, before AOL/Time-Warner became the largest information entity in history, and before the Justice Department blithely approved AT&T's acquisition of the MediaOne Group, giving AT&T control of more than a third of the nation's cable networks for television, high-speed Net access and online telephone service. Those mergers, acquisitions and consolidations would fit easily within the Shadowrun narrative.
By the middle of the 21st Century, explains Shadowrun's latest edition, "multinational megacorps pull the world's puppet-strings to benefit their bottom lines ... The technology we depend on doesn't bring us together. Worldwide communications net? Great idea, but not much use when half the population is zoned out on simsense chips and the rest can't access a working data terminal in the slums where they're forced to live. The rich have gotten richer and the poor more plentiful, so the wealthy barricade themselves in armed enclaves and leave the rest of us to squat and rot."
The idea of the Shadowrunner in such a universe almost perfectly captures the worsening plight of the individual in our own era, when family farmers, small businesspeople, software designers, individuals of all sorts are losing opportunity to tell their own stories, shape their own lives and economic futures. In fact, "Shadowrunner" is a perfect term for individualistic refugees in the Corporate Realm.
Today's Shadowrunners are mobile, as individualists of the future will have to be. They can count on having more than one job, since they can never go along enough to satisfy corporate administrators. They will probably also live in more than once place. They're likely to be discarded, downsized or re-engineered as a result of "flexible" management philosophies and ever-shifting marketing goals. But even if they are allowed to remain, they are likely to grow bored and frustrated, and passed over for promotion. As for the idea of living outside guarded, walled enclaves, that's already more than a fantasy: Just visit Redmond (a name frequently invoked in "Shadowrun") for a couple of days, or Silicon Valley (the epitome of the megacorp enclave from which average folks get driven out) and the idea takes on real meaning.
The cyberware in "Shadowrun" even parallels recent advances in genetics -- advances which have drawn the impassioned interest of biotech corporations moving to track genes in the name of improving humanity even as they anticipate landmark profits. Cyberware consists of various technological implants, organ modifications, and structural enhancements to the "metahuman" body that can improve a character's attributes and abilities.
There are other eerie parallels in "Shadowrun." Take the way lifestyle becomes a pressing economic issue. Game players must purchase a character's opening lifestyle, which determines how comfortably the character lives. To maintain that lifestyle once the play begins, characters make monthly payments. When a character can't pay, he finds himself living a lower lifestyle. Sound familiar?
In other ways, however, Shadowrun doesn't bear much resemblance to our world. During the "Great Awakening," a turbulent period follows the corps' takeover of the world. The handbook describes it: "A long lull in the mystical energies of the universe has subsided and magic has returned to the world. Elves, dwarfs, orks and trolls have assumed their true forms, throwing off their human guises ... The many traditions of magic have come back to life ..."
But magic has become a casualty in the Corporate Republic. We already live in a world where culture itself is mass-marketed by the corps, where opinion and social agendas are set by companies like Microsoft, AOL/Time-Warner and the Walt Disney Corporation. None have a particular political agenda beyond the subjugation of competitors, and the homogenized spread of information and entertainment to the greatest possible numbers of consumers. That means safe, bland, palatable. It also means individuals either get co-opted or pushed out of the creative process, since they tend to be unsafe, colorful, offensive. Magic doesn't work in focus groups or corporate boardrooms any more than unconventional thinking. So work becomes routinized, creativity repressed and stifled.
All corporatists have a shared goal: to give stockholders maximum rewards. That outweighs any other consideration. Magic, the recourse of the idiosyncratic individual, is anathema to corporatism -- inherently illogical, unpredictable, thus unprofitable.
Unlike the planet dwellers in Shadowrun, most of this country hasn't yet awakened to the fact that it's being corporatized. We live in a distinctly unconscious civilization, where our own megacorps hae been allowed to grow so quickly, and with so little thought or restraint, that they're already almost too powerful too curb or regulate. But even some of our smartest citizens are in denial about this increasingly undeniable reality. After all, isn't unemployment still fairly low and the Nasdaq once more on the rise? Politicians and cititizens appear to have dozed right through the fact that small businesses are vanishing, that free speech is withering, that the political system is being bought, that a once-free press is nearly completely in corporate hands. Even the country's most prestigious colleges and research institutions are now dependent on corporate fund-raising.
Increasingly, technology is at the center of this conflict, as the Shadowrunners make clear. It's both the instrument by which the megacorps dominate segments of society and the primary means allowing individualism to survive, especially online.
The truth is, it's been decades since our world began changing beyond recognition. As a people, we are innovating almost beyond imagination, spawning the Net, the Human Genome Project, quantum leaps in supercomputing. But increasingly, we create for money rather than for the pure pleasure of bringing something new into the world. Our best scientific minds are developing and marketing hand-held appliances that give humanity instant access to sports scores and stock quotes. Rather than using technology to improve the lot of mankind, we are allowing it to separate us even further from each other.
This, perhaps is the real challenge and the work of the Shadowrunner, to weave in and out of our increasingly Corporate Republic, weaving through its databases, sharing technological discoveries and secrets, perhaps even waging creative guerrilla war on behalf of the individual.
The Shadowrunners, in the game and in the world, are realists. They understand the nature of the world they live in. They are what is perhaps the rarest of figures in contemporary American public life -- heretics.
Throughout history, the heretic was someone who demonstrated unforgivable intellectual arrogance by preferring his or her own faiths, values and beliefs to those -- priests and monarchs, mostly -- who were "qualified" to make pronouncements and declarations about matters of faith, morality and human values. Heresy was high treason, committed against God or King, and almost always was punishable by death or torture.
But in The Corporate Republic, high treason is an anachronism almost never invoked, mostly because it's no longer necessary. We don't need to pull people's fingernails out any more, or burn them at the stake. The heretic today is marginalized without any bloodshed. He doesn't even take the risks the Shadowrunner takes. His teacher and peers make him a joke in the classroom, and ignore or isolate him. His career is either destroyed outright, as it being fired or demoted.
A generation ago, "Shadowrun" would have seemed a particularly geeky game, the obsessive fantasy of brainy oddballs holed up in their bedrooms and basements. At the dawn of the 21st century, in the Corporate Republic, it looms much larger, both a warning and a prophesy.
We're not living in a dystopian future - our social order is essentially the same as it has been since the 1880's.
Multinational corporations essentially control governments - Once we had Standard Oil and United Fruit (United Fruit liked to send marines to Latin American republics when they got uppity), now we have Monsanto (destroying the agricultural viability of small farms in africa by trying to westernize their methods and force genetically engineered crops on people) or Shell (who don't flinch when governments exterminate indigenous peoples like the Ogoni of Nigeria to make room for their pipelines).
There have always been people on the fringes of society outside of easy control, be they the Hobo radicals of the IWW back in the day speading sarcastic activism or haX0rs today making things tough for AT&T or Earth First!ers utterly humiliating the IMF and World Bank when they assume they have everyone's tacit approval in industrialized nations because they're "creating markets".
Again, things have changed precious little in the past one hundred years - the technology has just changed. Instead of a dull, meanial job in front of a factory machine, we're given a dull, meanial job in a cubicle in a call center.
Just because the foot at your neck is clad in a penny loafer instead of a boot doesn't mean that it's not holding you down.
-carl
. We've got computers, we're tapping phone lines, you know that ain't allowed - Talking Heads, "Life During Wartime"
Jon, as someone who has played Shadowrun since about 1993, you should really know better than to start using Shadowrun as a primary source. Shadowrun is drawn from cyberpunk literature like _Neuromancer_ and movies like _Alien_ and _Blade Runner_, where this was a hallmark. I'm pretty sure RTG's Cyberpunk 2020 game was already out when Shadowrun debuted too.
I like Shadowrun, but to be honest, most of the setting makes no sense to someone who knows politics, history, and economics. I had to rewrite most of it when I created my No Carrier setting simply because it was not believable, although admittedly most of this did not have to do with the megacorporate aspect.
Shadowrun may have Ares and Saeder-Krupp, but before them, Gibson had Tessier-Ashpool, _Blade Runner_ had the Tyrell Corporation, and Cyberpunk 2020 had Arasaka. Please don't forget to give credit where credit is due. I am pretty sure Tom Dowd would want it that way.
--
I have to admit, I would have filtered out Jon's ramblings a long time ago if I didn't get immense amusement out of them.
But lately, I've been cultivating a theory: that JonKatz is not actually a human being, but in fact software that takes some random topic and turns it into a long, redundant, rambling essay on the dangers of globalization, media, capitalism, corporatism, ageism, intellectualism, polymorphism, foodism and the Geo Prizm.
I wonder if we could develop an open source version of JonKatz? GnuKatz?
Maybe, with enough work, we could finally get him to say something useful for once.
But it sure sounds like the sentiments of so many of the posters on /.
And Katz commenting on it? Makes sense. I wanted to rip up the whole article, but why bother, I will limit myself to this one piece..
"Politicians and cititizens appear to have dozed
right through the fact that small businesses are vanishing, that free speech is withering, that the political system is being bought, that a once-free press is nearly completely in corporate hands.."
* Small businesses are being created and growing faster than nearly any other segment of the private sector. Because of the marketing and infomation resources available through the Internet, just about anyone can start a virtual business with minimal capital.
* Free speech is actually stronger than ever before. How many websites have you seen which deal with white supremecy, sexual abuse, conspiracy theories, revolution, pirated copywrite material, illegal home agriculture and manufacturing, etc? Why? Because of the Internet. How many "Free Speech" outlets, newspapers, TV, radio, magazines, were producing this stuff before the Internet was delivered to the average Joe's hands?
* The political system had been and will be bought several times over, but not just by private corporations. Politicians are swayed and courted by special interest groups like the NRA and Handgun Control, Inc. They are bought by foreign governments such as the allegations against VP Gore and the Chinese. And they are bought by other politicians through political favor, "You vote for the dam project in my state and I will vote your bill to buy jet fighters made in your home district". Why do we limit ourselves to "Evil Corporations" and not deal with the whole truth?
* The press has been privately controlled for centuries, kids. They are owned and operated by private companies and individuals. Sure, there was a time when the cost of running a newspaper or radio station was possible for an individual or a small group of persons - in fact, it still happens throughout the US today. The problem is the cost of running such operations has skyrocketed due to fuel costs, licensing fees, affiliate rights and worse of all, liability insurance. Regardless the press is even more free today than it was 50 years ago. How many papers would not print the truth about Babe Ruth's drinking or would film FDR in his wheelchair for fear it would "demoralize" people? And what is the opposite? Government controlled press? Um yeah, that's good. Maybe government rules to ensure a free press?
The problem with all of this started, as near as I can tell, in the past 30 or 40 years. TV programs and movies began casting villians as business people and heros were nearly always public employees (teachers, policemen, public lawyers or public hospital doctors). Business people were about stealing, killing and lying. It was ironic because all TV and movie companies are privately owned business operations. Maybe some writer or director had it out for his boss who told him to quit going over budget? Who knows and who cares?
Those of you who fall for this blind "All corporations are bad" are as dumb as those who completely believe the opposite. Quit being rubes.
...well, after a fashion at least.
First off, Jon, you should go out and play the game, you have some good points, but the mystique is still beyond you. If you were from around where I was, I'd be glad to GM a one-shot game for you...
However, you have stated that magic doesn't fit into the corporate structure of the world these days. I will give you points for that, management doesn't realize what magic actually is, or how to use it, but don't say it doesn't exist. Mages and shamans still exist today, but their medium is different.
In the good old days, Hermetic mages read books and combined chemicals to make their "magic". Today's hermetic mages combine algorithms and syntax to weave their spells within the realm of the electron. Shamans dealt with spirits and totems to cause fantastical things to happen. How different, speaking of the most basic part of it, is using a TCP/IP packet or a SMB file share to cause amazing things to happen in the dark world inside the box?
Just because methods have changed doesn't mean magic doesn't exist, it just exists in a different form. Now your wizards and wisemen have put on new robes. Instead of hooded cloaks it's jeans and golf shirts, instead of staffs and sandals it's power supplies and penny loafers. Magic today is performed on the computer, by those who can be called Technomancers.
The chains are broken
Loki is free
Ragnarok is at hand...
It's the dystopian future of 2026. . I thought that it was the dystopian future of 2050 or so.
Shadowrunners are the individualists who live on the margins, able to "slide like a whisper" through the databases of giant corporations, spiriting away the only thing of real value -- information.
You describe "deckers", a subcategory of shadowrunners. A shadowrunner is an elite freelance agent, a black operative with no allegience. For non-players, think of the old "Mission: Impossible" TV show (not the movies) for reference. You get in, do a job (sabotage, defend, steal, kill, kidnap), and get out before anybody knows you're there. You work for one authority at a time, and spend your run avoiding the other authorities.
While a lot of us feel like characters in a Shadowrun world (IMHO, more of a CyberPunk 2.0.2.0. world), but not as Shadowrunners ourselves.
A lot of the people reading this are already Shadowrunners, or are about to be. You're telling me that most Slashdotters are freelance criminals working their crimes for a corporate clientele? Wow, I've been missing the boat--I should hang out in bars more often, waiting for Mr. Johnson from AT&T...
All corporatists have a shared goal: to give stockholders maximum rewards. That outweighs any other consideration. Magic, the recourse of the idiosyncratic individual, is anathema to corporatism -- inherently illogical, unpredictable, thus unprofitable. You missed a trick here--a big trick. Note the Shadowrun corp called Aztechnology. They live on magic.
The Shadowrunners, in the game and in the world, are realists. They understand the nature of the world they live in. They are what is perhaps the rarest of figures in contemporary American public life -- heretics. More often than not, they also tend to be cold-blooded murderers. I'm not. Are you?
One more big trick. The generic plot of a Shadowrun game is that you and your buddies (freelance black ops all) get hired for a job by a "Mr. Johnson" (shadowspeak for "anonymous employer") to do a job that will usually take no more than a week. Mr. Johnson almost invariably works for a megacorporation or government, and is hiring you to do a run against another megacorporation or government. After all this individualism and rebellion against the megacorps, they're the ones footing the bill for you.
If I were you, I would check out R. Talsorian's Cyberpunk 2.0.2.0. The magic and elves are gone, the feel is grittier (more Blade Runner and Neuromancer than the anime feel of Shadowrun), and the game is much more open-ended. That is, characters are sometimes shadowrun-type freelancers, sometimes work for a corp, sometimes are a corp, whatever.
--The basis of all love is respect
I think the trend of self-aggrandizement that has started amoung a lot of the slashdot crowd is pretty sickening, and Katz, who often exemplifies it, has outdone himself here. We are not the heroes of our own little sagas. We're regular people. Some of us pretty exceptional regular people. Some of us damn exceptional regular people. But comparing oneself to the heroes of a game - so cool! so daring! so fasionable! - is a level of arrogance from which it's hard to recover. Just try to do the right things and stop pretending to be superheroes.
"I have to admit, I would have filtered out Jon's ramblings a long time ago if I didn't get immense amusement out of them.
/. account info to the FBI, and Andover subpoenaed Geocitie's records, but after three layers of anonymizing we lost him. The next day the text file showed up on FreeNet! I tell you, this privacy stuff is getting out of hand." He calms himself before continuing, "Even the link to the fake potato power page didn't fool enough of them into unhooking from the fence to let us power up the missiles. Dang, geeks don't trust anyone anymore!"
"But lately, I've been cultivating a theory: that JonKatz is not actually a human being, but in fact software that takes some random topic and turns it into a long, redundant, rambling essay on the dangers of globalization, media, capitalism, corporatism, ageism, intellectualism, polymorphism, foodism and the Geo Prizm. "
(Waltham, MA) As the sun sets on the seige of SlashDot fans wandering outside the Exodus Communications electrified fence, looking for a laptop LAN hook-up Rob Malda wonders where he went wrong.
"I guess it was the third Napster article in a row," he decides. "Not three days in a row, three articles in a row."
"It's a perfectly legitimate SlashDot topic," he insists. "It's Linux. And open source... in a closed-source, proprietary format, not available for Linux or any *nix sort of way. I mean, I thought it was cool. And I'm a geek, so that makes steal... -er- sharing music 'News for Nerds', right? I mean, it's not like non-nerds listen to music."
The lights dim as if some massive rationalizing mechanism was overloading. "Damn," Malda muttered, "Some guy put up a page on powering laptops from the electrified fence, and now I start to pray at sunset every night. I narc'ed the
He looks out the eight-inch armored glass porthole, at the hundreds of small campfires fueled by sheaves of source code. "It's pretty. Ever stop to think how many watts even a small abandoned app puts out when burned? That's what I call the power of open source!" For a moment he seems like a senile old man, "Imagine a Beowulf cluster of them!
Malda chuckles, despite his obvious strain, "Actually, I guess I'm a lucky man. Before they learned to tap the concrete-and-steel OC-24 conduits for bandwidth they used the fences as a low-frequency antenna -- kind of a mini HAARP. We all had Don King hairdos that week."
He snaps back to the subject at hand. "Looking back, the downhill slide started when we installed a K.A.T.Z AI that didn't come anywhere near passing the Turing test. I mean even the elementary school focus groups weren't fooled! But when it came up with the Hellsmouth thread, enough of the geeks fell into line to moderate down anyone who didn't. I guess we got cocky. We should never have let the AI do our article selection too."
"You see, there was a glitch in the code." He laughs again, bitterly this time, "Ironically, it was due to Napster. Pudge believed us when we said everyone used MP3 to discover obscure new groups, and share their own artistic work. He used the Napster traffic on the nearest backbone as a random number generator for K.A.T.Z." A small tear forms on the corner of his eye, "But of course, everyone really uses Napster to rip off the same old commercial songs, just like he does. Suddenly 90% of the threads were retreads of the Same Old Stuff. Maybe we should have suspected something when Napster started getting its own thread every day... but frankly, we don't read SlashDot, you know?"
"Roblimo mentioned it at the last board meeting, but it was in haiku, and anyway I couldn't hear him over Hemo's new Swedish masseuse. The last one did Rolfing or something --much quieter -- but this new one! Wowza! You can hear her though the armored vault."
"My biggest regret is putting the K.A.T.Z. in charge of supplies in the final week. We're rationing the emergency supplies we ordered before, but the last shipment... eighteen tons of instant breakfast packets. Grits, to be exact. Just add water. And not a pat of butter in the entire building."
When asked his view of the future he simply said "I'm petrified."
If you can go to bed, knowing you did a valuable thing today, you're very lucky. If you can't... it's not bedtime
Sounds like Slashdot to me...