Technological Slavery to The Vor Game
Start at Technological Slavery, where the argument is blunt: industrial society requires humans to behave like components, and the system enforces this through dependency rather than chains. Hop one lands on Power and Control — the abstraction, the mechanism itself — where Bostrom's "voluntary slaves" and Frase's "guard labor" make the same point with different math: sufficiently advanced economics makes coercion indistinguishable from choice. The copyable emulation who *wants* to donate its wages back to its owner is Kaczynski's domesticated human rendered literal. Hop two reaches Politics, where the question stops being theoretical and becomes procedural — who writes the rules that make submission feel like participation? Stross's Economics 2.0 warns you can't even play without "dehumanizing cognitive surgery," while Kelly's MUD-dwellers and Rushkoff's Google engineers cheerfully volunteer for immersion that looks, from outside, like captivity. The final hop lands on The Vor Game, where Miles Vorkosigan — aristocrat, soldier, manipulator — operates inside a feudal military hierarchy that runs on exactly this ambiguity. Duty on Barrayar isn't slavery; it's identity. The Vor caste doesn't need guard labor because the guards have internalized the fortress. What makes the path genuinely unsettling is its directionality: you can walk it backward from Bujold's space opera to Kaczynski's manifesto without changing the underlying claim. The only thing that changes is whether the characters notice.