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Galactic Peace: the Hive

We move on to the third and last species-specific story (or sequence or whatever you want to call it) for the Galactic Peace game, now concerning the Hive/Hivers. Jerry is of course revisiting his character from the initial story set during the peace conference, Hiver, and Helma is playing her new character Hiver, and Renee is playing hers, Hiver. In practice, for the sake of silly primates, they are respectively "Protect/Annihilate," "Hitta" [to find], and "Hatch," as any Hiver just knows any Hiver's function and therefore the core of their identity.

I did some thinking about this for preparation: we'd seen massive socio-economic turmoil with the Avix as a wartime society - including its peaceniks - had no idea what to do, politically, without it; and with the Murkcap, we'd seen the frightening ideologies of power, control, and fear exploiting peace even better than they had made use of war. I thought about how the Hive had already been psychologically and socially "opened" in a truly trippy hippy way by Dukun the Murkcap, and I thought ... why not simply let it work? Unlike the others, why not see the Hive society as a whole as getting it and not being, you know, in any turmoil or trouble?

That turned me toward thinking more about these Hivers simply as people (scary, cyber, literal-minded bug people) and what sort of circumstances would put a retired annihilator, a surveyor for brood sites, and a hatchling in one spot? That seemed pretty straightforward. So, one unlikely but today-it-happens accident to the brood ship awaiting the survey results, and here we are.

Check out the original story at Galactic peace Pool, and the two following stories at Galactic peace: the Avix and Galactic peace: the Murkcap.

Actual Play
The Pool


Ron Edwards's picture

Here's the link to these sessions. Session 15 was played during the great computer disaster of last week so didn't get recorded; its events are discussed during this latest session in retrospect.

GMing the Hivers is a matter of subtraction for me: no spiraling social strife, no overriding policy crisis, no deep reorientation, no intrinsic destabilizing factors, and no threatening enemy. It's true that after the Galactice Peace, the Hive's customary expansionist mulching and annihilating are no longer their policy - and that's that, it's done and the Hivers are OK with it. So the change in policy isn't a problem, it's simply the case now for whatever they do next. And my job as GM is simply situational for a given place and circumstances, full of dangers and risks, but mainly a logistic problem.

For this species/story, I'm going with what Jerry mentioned a while ago: that to anyone else, Hivers are terrifyingly obsessed (mulch or annihilate, that's it) and uniform across individuals despite specialized functions, including their universal name and tendency to speak and think as "the Hive," but once you're in there among them, they are in fact individuals and the Hive is merely context. It's a nonhuman context, yes, but still full of potential for opinions, interactions, relationships, and developing events.

The risk of such a concept, in stories, is that the alien characters end up being people in bug costumes. That said, it's not my problem to prevent or solve that risk, and we'll see whether we rise above it or not. Even if we don't, there's a great small-scale portrait in the making of three very different Hivers and their responses to their immediate situation.

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