The Culture of Responsiblity in Guion's Reach | World Anvil
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The Culture of Responsiblity

Because of how strictly and meticulously resources had to be monitored and allocated throughout the whole colony, Guion’s Reach was specifically structured to never need a monetary system. The original colonists were interviewed and analyzed by anthropologists and psychologists partly for their ability to adapt to a new system of social hierarchy. It was known that a social hierarchy would evolve on it’s own if not implemented beforehand, and it was considered a risk to let one grow organically. Instead one was given--an overt culture of responsibility.
Due to how much work it takes to live in a place as inhospitable as Europa, everyone is expected to be responsible for tasks to maintain their lives and missions on the colony. Although residents typically continuing school until they reach until they’re young adults (usually complete between the ages of 19 to 26), a person will typically have a part time appointment to some task beginning around the age of 15. These teens will typically try to help with some minuscule task for a department that somewhat peaks their interest. However the tasks available can be limited, and some end up with undesirable responsibilities in the resources department. Thankfully the tasks at hand are not essentially hands on, but many Europans will joke about how disgusted and astounded they were to find out at age 16 exactly what human waste becomes in the towers.
At this point responsibility is small, and usually only over one station manning small robots or evaluating some data. Over time, as a colonist gains more education and experience, he will be elevated to more stations of responsibility depending on the needs of the colony and the skills shown by the colonists. In time, someone who was only responsible for the data collection of fertilizer yields may be tasked to manage the team in charge of grain growth and management. Likewise, someone else who may have started in that department may end up proving more skill in structural engineering and will pivot to analyzing data related to stress implemented on the foundational structures of the towers.
Since their lodging accommodations and ability to meet their living needs will stay the same, both of these colonists would be able to show their social standing and status with their responsibilities. The evolution of responsibilities typically started with a logistical program, then something involving robotics or AI management, and then over time a team of individuals, then a whole department. This is not an officially established hierarchy, but instead a guideline of how most departments play out. Exceptions to this include some research fields and medical personnel.
It’s not unheard of for there to be “Responsibility Chasers”, those who like the assumed prestige that comes with becoming a Department Head, or for those most ambitious, an Advisor to the Council. Those seeking that kind of recognition and accolades will usually hop around from department to department, sometimes even just to lead a team with one more person. They’re not the typical Europan, but because of the nature of the society, everyone knows at least one person like this.

Responsibility Culture in Roleplaying

Keep in mind if, when, and how you find out about someone’s responsibilities. Europans are very proud of their contributions to the whole of Guion’s Reach. Some are modest about their accomplishments, while others will gladly tell you about the 10 person research team they lead in their unit on nutritional research. To not care about one’s responsibilities is considered to not care to contribute to a community that needs every individual to participate to survive. As in any population, there are outliers, but it is important to know what the majority of Europans feel. Use this to decide how your character feels about their responsibilities--are they satisfied with what is in their charge, or are they feeling unrecognized? How soon would they share their current assignment?

Responsibility as an indicator of one's Resources


Level of Responsibility is what dictates how resources work in the game. The resource score is not anything that will indicate how well you live in Guion’s Reach. Everyone is in equal accommodations, and has available enough nutritious food and comfortable clothing (most of which are uniforms). With that being said, that isn’t to say resource tests are invalid. In fact, the resources you’re utilizing are not cash, or even purely contacts, but access.
It is assumed that those with more responsibility can better dictate what finite goods are available. Wouldn’t the Head of Botanical Resources know better when a certain water absorbing cloth is needed than the research assistant investigating a new breed of cold-resist potato? The former would have less of an issue with the Requisitions Algorithm than the latter. In fact if that research assistant makes a request, it’s possible a couple of individuals would be alerted to investigate the request. That’s not to say that the system is perfect, but it is to say the system does check rank.
Keep this in mind when making a resources roll--you’re asking a computer program to allow you to use the spare resources for an insulated colony on a hostile environment to make something. That computer has been trained to scrutinize to an extent, and to alert someone to scrutinize further if something doesn’t add up.
In addition, and to the GM’s discretion, certain things are not easy for the computer to make using the 3D printing technology that is available on the colony-wide computer system. This typically includes things like live plants, animal-based products, historical items specifically tied to Earth and other Solar System colonies, and publications on paper. If these things are in Guion’s Reach, let alone Europa, you will have to obtain them via other means.

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