“Airships are like steampunk’s version of the Internet: everyone wants to be connected, but the connections are slow and occasionally explode.”
– George Mann
Explore the governance, ethics, and societal structures of a steampunk world, with an emphasis on the roles and influences of its rogues, pirates, and those who operate on the fringes of society.
- Discussion Points:
- Piracy in the Skies: Discuss the legitimacy of airship piracy as a form of resistance or redistribution, akin to Robin Hood in the air. What laws govern the skies, and how are they enforced?
- Villainy as Catalyst for Change: How can villains or scoundrels push for technological or social advancement by challenging the status quo?
- The Ethics of Villainy: Explore the ethical considerations of using technology for personal gain versus societal good. Is there honor among thieves in a steampunk world?
- The Role of Scoundrels in Society: How do these characters fit into the societal structure? Are they necessary for balance, or do they disrupt the order?
- Power Dynamics: Discuss how power might be redistributed or contested with the advent of steampunk technology, especially by those outside traditional power structures.
- Activities:
- Mock Trial: Stage a trial where an airship pirate is on the stand for their crimes. Panelists and audience members can act as judge, jury, or witnesses, debating the pirate’s actions in the context of steampunk ethics.
- Debate: A structured debate on a topic like “Should pirates be seen as heroes or villains in a steampunk society?” with audience participation in voting or suggesting points.
- World-Building Exercise: Break into groups to design a utopian or dystopian steampunk society where villains and pirates play key roles, either as rulers or revolutionaries.
- Outcome:
- A Declaration of Airship Rights: Draft a document that outlines the rights, responsibilities, or even the lack thereof for airship pirates, considering their unique position in society.
- The Scoundrel’s Code: Create a set of principles or a “code” that might govern the behavior of villains and scoundrels in this universe, possibly with humor or irony reflecting their nature.
- Setting:
- Transform the room into a steampunk courtroom or a captain’s quarters aboard an airship, using thematic elements like brass fixtures, wood paneling, and maps of the skies.
This panel celebrates the darker, more rebellious sides of steampunk, offering a nuanced look at how these characters shape the world around them, challenging attendees to consider the ethics of rebellion, innovation, and the pursuit of personal freedom in a society bound by gears and steam.
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