Dystopia was originally envisioned as a multi-genre project. Early in the lifetime of Fifth Panel, we didn’t have a ton of variety in our genres (e.g. it was still mainly superheroes), but there were at least some variations in approach, in that some characters were more sci-fi-oriented and others more horror-oriented and so forth. My original projects that I’d had in hand when Jeff and I met (Doomsayer and Therapy) were both more horror-oriented than your average superhero fare. While I’m not a huge horror fan (I tend to avoid horror films because most of them aren’t great sources of actual story, which is typically my pinnacle perspective on most forms of entertainment; in other words, tell me a good story, first and foremost), I’m a pretty sizable fan of things like H. P. Lovecraft and the weirder edges of horror like the film, Audition. So, I knew that was going to embody a fair amount of the work that I put into things, but not everyone in the studio was on that same page and I wanted to cover as much ground as possible and enable as many people to play in the playground as I could. The Rim ended up, appropriately, being the most distant of the environments from that superhero/adventure path; closest to “modern America” and yet one of the more chaotic levels of the city because of that exposure to the “outside world.” It’s honestly where I wanted to tell a modern Western story, if I could make it work.
The Western in modern media is filled with a variety of influences and perspectives; from the Wild West to a look back at the frontier society which somehow made things purer than they are today. Speaking of HPL, you can see that element in the stories of his friend, Robert E. Howard who presented his most famous hero (or, often, antihero in modern terminology) Conan the Barbarian as the embodiment of society in its less civilized and, thus, purer form. If only everyone would return to Conan’s direct, brutal, murderous, misogynistic, and simple ways, everything would be better(!) And that perspective is shared to some degree by one of the more prominent entities on the Rim, which is FedGov’s mercenary army: Force Command. The United States in the era of Dystopia is no longer so united and the nominal federal government is trying to enforce its rule at gunpoint, which has much less to do with enforcing or protecting the principles of any piece of sheepskin and more to do with the raw question of who gets to control the territory between the world’s two largest oceans. Unlike the former US Army, FC isn’t bound by any oath of duty. It’s just about enforcing FedGov’s will in the name of presumed pragmatism and everyone has accepted that. Its primary mission, just like the US Army of that same Wild West, late 19th-century period, is the “protection” of the local citizenry and the enforcement of federal (and often mercantile) interests. In that respect, the city of Dystopia is “the other” that was the native population in America of the 1800s that FC is here to contain and control.
But the Rim is basically a doorway and all doorways go both ways (or, at least, most of them do.) FC is there to protect the surrounding population from what might emerge from the Pit, but it’s also there to keep people from going into it. That’s one of the more contextual things about levels like Corporate City (level Three), which is still kind of operating like a “normal” American city would and is interested in trading with the outside world. But that’s a threat to FedGov’s power and is also seen as suspicious by many Americans, now trained to think of anyone inside as “the other” in the same way many modern Americans think of immigrants, i.e. they not like us. What I wanted the Rim to be was not only an almost-literal jumping off point into the weirdness that is the rest of the city, but also an example of the mix of cultures and influences that is any “borderland” of most nations throughout history and which most fictional settings don’t really examine at all or keep in weirdly accessible geographic locations, like Greyhawk’s Wild Coast. There’s a lot of traffic there, even if FC does try to control it and, for that matter, anyone trying to venture out of the city in the first place has to get past the Control Ring (level Two) and the Tribunal or venture up the Spill, with all of the hazards (moving and non-) that that entails, as we’ll see in our first story, Into Darkness.
But, again, a lot of people are interested in getting into the city, which means that there are a fair number of mercenary types aside from FC, like bodyguards, bounty hunters, and tour guides. One of my favorite characters is one that I’ve actually never scripted: Skip Tracer. He’s a bounty hunter who has slicked back, perfect blond hair, usually wears shades (even at night), and dresses in polo shirts, sweaters tied over his shoulders, with perfect loafers on his feet, and often an old school wooden tennis racket in his hand. Nothing really bothers Skip and his name and attire both reflect that. I have a story idea in mind for him that contrasts him with many of the other inhabitants of the Rim, like Jekyll and Hyde (two mercenaries, one of which is a Morlock, the other an exiled Texas Ranger) and groups like the Eden Community, the Deliverance Club led by the esteemed Jimmy “the Grin” Dallas, and the Burger Clown Commandos. If that sounds like kind of a panoply of directions and interests, that’s exactly the intent because that’s The Rim. Anyone could come drifting into town and the whole story might change, but there are an awful lot of good ones already there. I have a group of characters sitting around that are a pointed reference to the idea of a “Western”, called The Wild Bunch, but I’m not quite sure that that one has been in the oven long enough, even if it has been 30 years. It’s also been a lot of years since I seriously looked at them and asked myself the most important question: OK, but what’s the story?
The Eden Community (the Garden), on the other hand, is one of the most important locations in the city and plays an important role in the Odyssey story that I referenced in my last post. Epicurus and the Adept and Alastor and Original Synn are a quartet of philosophy and perspective that also have huge impact on the ShadowNet and how it operates. It’s not obvious, but it’s present and the smart traveler consults them before making any big decisions that involve the Now (and sometimes the Real, too.) Anyway, that’s the briefest of looks at the first level of the city. I might look at level Two next or I might jump around a bit. It’s a huge world and I don’t want everyone to wait until we can get out as many stories as we’d like to tell the whole picture, so I thought doing these as kind of a survey course might be helpful and mildly entertaining.