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Clan Ideologies


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Intelligence Officer

Intelligence Officer

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Clans, particularity those found in the Halo Community, are groups of role-play focused gamers that work to forward a narrative. A clan's narrative often contains an established hierarchy that is reinforced by an ideology. While governance in clans varies significantly depending on which clan is observed, all ideologies can be placed into one of three general categories, as well as a myriad of sub-categories.

Freedom

The Freedom ideology rests upon the concept of popular sovereignty. This is by far the rarest ideology in the clan community. Given the average age of a clan community member (around 15 years), any government under this ideology is affected under popularity bias. A candidate will often not be chosen for his or her ideals, but rather for how many friends they have.
-Representative Democracy: This is the more common establishment of the Freedom ideology. A candidate is voted into power, and is allowed to alter clan policy. The key flaw of this system in the aspect of constantly shifting rules. All plans made by those in power are only able to be implemented short term, and then can be cancelled by the next occupier of the role.
-Direct Democracy: This system is nearly impossible to implement due to the sheer difficulty of accounting for all opinions in a given decision. Furthermore, this system is effected by dissatisfaction from those whose ideas are not implemented.

Order

Order is fairly common among clans. It involves a small class of ruling individuals that have power divided up among them. Order finds it's roots in governance ideals like Oligarchy and Marxism, where the forwarding of a single agenda is paramount.
-Oligarchy: An Oligarchy is most often used by Sangheili clans in the form of a Feudal Aristocracy. Prophets make up the highest class, Arbiters make up a section-based middle class, and non-title holders serve as enforcers and servants to the higher castes. Privileges are typically granted on a basis of social caste. Certain Mandalorian groups also follow this system via a Kratocracy in which rule is established by the strong.
-Council/Tribune: A council system allows clans to take into account the many opinions of their respective divisions. Most clan councils are assembled on a basis on Divisional Command, with each respective divisional head having an equal say in the governing of the clan. This system is very common among larger clans.
-Tribal Council: A tribal council is a governing infrastructure that is almost entirely exclusive to Mandalorian clans. In this system, a clan is unified under "houses" with varying members continually struggling for power. This system is often a means for smaller groups of Mandalorians to unite.
-Bloodline Monarchy: This is another governing ideal often used by Sangheili clans. In this system, a singular "bloodline" acts as a ruling dynasty for a clan. Rule is often by a "father" or "mother" with lower classes being assigned places based on adoptive mentor ship (like "son" and "daughter"). Other bloodlines may occupy the clan, but these will often be considered a lower class than that of the ruling dynasty.

Autocracy

Autocracy is an ideal that vests significant (and sometimes absolute) power in single leader. It is the most common ideology in the clan community to date. In an Autocracy, the leader has final say on any decision.
-Dictatorship: This system involves undeniable power being associated with the leader. This system has been historically popular among smaller clans like NRI, Goldpack, and Plague. Often times this system leads to revolution, as a Dictator typically fails to listen to the input of his/her members.
-Military Presidency: This specific system is popular among military and UNSC themed clans. In this system, a ruling "President" makes all final decisions, but can be superseded by a joint council. The president is not necessarily elected, but can be impeached/replaced should they fail to properly do their job. More often than not, specific duties are delegated by the president to subordinates in a "High Command". Exodus is an example of this system.

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  • 7 months later...
Agent

Agent

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This is extremely well worded and researched. Interesting to read as a relative newcomer to the community in general (A little over two years). HSA considers itself more of a gaming community than anything else, and stay out of the clan community RP/politics for the most part, but a lot of us have backgrounds in clans and experience. HSA definitely falls under the Representative Democracy category, with an R9 council of six are nominated and voted in, with those six R9's then electing a seventh member of the council, that being the R10, or the "tie-breaking" break vote in all policy changes and disputes.

But HSA doesn't have any sort of cross-community or clan membership role, so some of our members still are active in some of the clans that around these days.

R10 Senior Director of the Hard Style Assassins Gaming Community.
HSA 2022 Hall of Fame
Gaming Hub Council Member
He/Him
"Do we bend the rules in service to a greater good? And if we do, what does it say of us?"
"Our Creed does not command us to be free. It commands us to be wise."

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  • 2 months later...
Field Agent

Field Agent

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I agree to Argon. However, most clans that are around within the HCC are simply followed by dictatorships or a military presidency. Sadly, the UNSC crumbles because of a lack in connections between UNSC people thinking they're the higher rank and ONI's trying to assert their dominance.

It crushed my heart when I found out Blue on Blue was very common. I hope we, the people here, can change that; for the better, on the bigger part, mostly.

Your favorite Sunray

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