Cybercommunists

On this world communism actually works, thanks to pretech computing devices and greater or lesser amounts of psychic precognition. Central planning nodes direct all production and employment on the world. Citizens in good standing have access to ample amounts of material goods for all needs and many wants. Instead of strife over wealth, conflicts erupt over political controls, cultural precepts, or control over the planning nodes. Many cybercommunist worlds show a considerable bias toward the private interests of those who run the planning nodes.

Enemies

dice: [[cybercommunists^enemies]]

dice: 1d3Enemies
1Embittered rebel against perceived unfairness
2Offworlder saboteur
3Aspiring Stalin-figure

Friends

dice: [[cybercommunists^friends]]

dice: 1d3Friends
1Idealistic planning node tech
2Cynical anti-corruption cop
3Precognitive economist

Complications

dice: [[cybercommunists^complications]]

dice: 1d3Complications
1The pretech planning computers are breaking down
2The planning only works because the locals have been mentally or physically altered
3The planning computers can’t handle the increasing population within the system

Things

dice: [[cybercommunists^things]]

dice: 1d3Things
1Planning node computer
2Wildly destabilizing commodity that can’t be factored into plans
3A tremendous store of valuables made by accident

Places

dice: [[cybercommunists^places]]

dice: 1d3Places
1Humming factory
2Apartment block of perfectly equal flats
3Mass demonstration of unity