Similarly, my players did occasionally bump into shanghaiing operations and even more rarely the far more icky slavery in all it's versions but that was only so the players could shut such activities down.
I don't have the same reservations about running a campaign with alternative ethics as you do, so long as everybody is on board at saga start, but either way realism is something I strive for. Which is, from both perspectives, what this conversation is about.
If there is an understandable economic demand for slavery, someone is going to supply those slaves. Say you have Good Guy adventurer PCs, they stumble across a ship and run the adventure and at the end of it, hooray, they've freed one boatload of slaves. Big gorram deal. All they did was stop the evil that got shoved under their nose.
Slavery still exists, the bad guys still exist. What are they going to do about it? There's a strong market demand for slavery, what are they going to do about it? Do they choose to just defend their local turf from slavers, so they have to get their cargos elsewhere? Do they try to build up those colonies so that they develop a population base educated enough to support a manufacturing base that no longer relies on slaves? How? Who are their enemies going to be?
Take it from the other end. Campaign full of hard-nosed cynical war veterans. Kill off a bunch of slavers, and look here, there's a slaving ship stocked, loaded and full of cargo. Where are they going to go? How long will it take to get there? What sort of customs checks are they going to have to pass through, depending on what?
Plenty of meat for a campaign to my mind, either way. If my players really want to invest the time and energy into evading the law and doing crime, then I'm going to let them try. But I'll want the resources arrayed against them to be as realistic as possible, and I'll probably find a forum of gamers somewhere they don't know about to help me analyze the "crime scenes" they leave behind (hey, that would ALSO be fun!)
You want to play the dark side? Vastly profitable clandestine enterprises have vastly powerful, vastly dangerous and vastly paranoid people protecting their territories. Unless you already have an in with the right people...
YES! And now I want to figure out how to do
Breaking Bad....In Space!
What's interesting (as an aside here) is that when a lot of MMORPG went online, notably Diablo and Ultima, the designers of the game had this notion that people would want to play heroes, but in game people turned out to be just as nasty as in real life.
I agree -- it is really interesting to see what people do in settings that have no real consequence. Which is where the tendency to do mean stuff in MMORPGs comes from, IMHO. There's no real threat, no real potential punishment. I mean, there can't be, it's entertainment.
Though, a sci-fi MMO with a prison planet could be interesting...
I talk over the type of campaign with my players beforehand. I'm willing to go so far away from what I consider ideal, and no further. If they're influenced by Firefly and want to be good-hearted crooks, that's fine. The trouble comes when they start killing innocents.
Would you consider throwing an NPC low-level mook into that crew that does stupid stuff and risks getting all the PCs killed? A guy who turns out to be gun-crazy and munchkin-like but is actually an NPC. I've seen a lot of games where Players will let other Players get away with horrifically stupid junx and then keep them around. Be interesting to see how they would respond to the GM's Pet NPC doing that...
Now an interesting take on slavery came from late in the Honor Harrington series by David Weber (Crown of Slaves?), where the slaves were genetically engineered to perform high tech and high skilled jobs ... people bred for the roles occupied by robots in "I, Robot" (the book not the movie).
Weber's exploration of the economics behind slavery and piracy were both fuel for the fire that started this thread, but I strongly dislike the way he turned the genetic slave operation into The Black Hats.
One thing that I really liked about the early series was that there was no Good vs Bad, there was just people stuck in horrible situations making bad choices. The war between Haven and Manticore was an inevitable result of disparate governmental systems seeking to survive. But then you add slavery and its all "Slavery Bad, Slavers Bad. You Good Guy? You Good Guy! ~scratch armpit~ You NOT Good Guy? You BAD Guy!"
...which brings me back to the original point of this thread (which, really, I love you all for continuing without me, if it isn't obvious). Economically sound models for understanding how slavery and piracy work lead to gorram good source material for adventures.
I was endeavoring to point out the implications of slavery for a society's perception of those performing laborious work. The Greeks and the Romans show similar views, with the idea that if you were of a certain class, manual labor was beneath you, and those that did perform manual labor were automatically of a lower social status. To some degree, that was also present in Victorian England, although slavery was no longer practiced.
I concur with your reading of the base material, but you're talking about seriously pre-industrial revolution societies. In a sci-fi setting, there would be some kind of similar, yet oddly dissimilar cultural artifact, and I'm still trying to decide what.
Perhaps, like in
Snow Crash, societies that rely heavily on slave and robot labor would end up taking great stock in things that were made By Hand. "Look! I made this without using a 3D printer or anything! Just with my own hands and some tools I made out of -- get this! -- metallic alloys!"