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Author Topic: PnP(and probably computer) system thing for review.  (Read 1171 times)

Trekkin

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PnP(and probably computer) system thing for review.
« on: September 24, 2010, 04:58:58 pm »

So I watched Inception, read MSPA's Homestuck, and wanted to reconcile a desire to play something similar with a past tendency to subvert RPGs like DnD through excessive applications of logic. The result of a week's typing and collaboration on the subject is spoilered for length below, and is currently in rough draft form, neither logically organized nor mechanically refined; the equations are fine but the constants need tweaking. I thought bay12, with their experience with systems of great complexity, might enjoy looking at it and perhaps offer insight into how I can make it clearer/better. I'm already working on refining/developing the pseudocode mentioned below into something more consistent, and I'm working on a series of physical assumptions to make the currently daunting amount of mathematics necessary to play into something more digestible. Any additional insights/comments/criticism would be welcome.

Spoiler (click to show/hide)

So that's it in a nutshell, barring typos. Anything missing?
« Last Edit: September 25, 2010, 09:20:43 am by Trekkin »
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Eagleon

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Re: I wrote a pnp system...i think.
« Reply #1 on: September 25, 2010, 03:38:38 am »

It's a fascinating setting, with a lot of potential. You can trim and refit the concept to another engine for real pnp play. What you've written could be used by a good physics student, but otherwise even hardcore gangsta THAC0-lovers might cringe without the help of a computer for this. Besides that obvious criticism, there are some hints at possible conflict that could arise in a setting like this that need to be expanded to provide some footing for further improvements.

I particularly like the idea of the debuggers watching for strangeness, even though I'm kind of wincing at how unlikely/impossible this all would be to actually program. Suspending disbelief there, it kind of puts a limit on your power if you have to be extremely careful not to use it around anyone else. I'd imagine a big goal for anyone that's survived long enough to learn this would be to figure out a way to fight or at least escape from possible destruction should things go really south. Subverting a debugger could be kind of equivalent to lichdom - absurdly risky, incredibly beneficial, and possibly requiring the experimenter to do some pretty nasty 'tests' by framing living subjects in order to analyze their deconstruction methods.

I'm of the opinion that the debuggers should be even more destructive, mindless, sloppy, and overall more terrifying than what you've laid out, making indiscriminate and destructive revisions that could make residents scared shitless of meddling with the 'demons' (or daemons if you will, hehe). Since these would be happening all the time, there's a good reason memory of their summoning might be preserved - it might become fairly expected where strange things are happening that a powerful creature might come to stop it, and that it's a very good idea to run at that point, so the Absurdity Response for the debugger itself might have weakened over such a long period. With that you have an additional layer of complexity in the culture's responses and expectations to work with in making settings for the game.
« Last Edit: September 25, 2010, 03:40:13 am by Eagleon »
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Trekkin

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Re: I wrote a pnp(and probably computer) system...i think.
« Reply #2 on: September 25, 2010, 09:02:08 am »

I'm of the opinion that the debuggers should be even more destructive, mindless, sloppy, and overall more terrifying than what you've laid out, making indiscriminate and destructive revisions that could make residents scared shitless of meddling with the 'demons' (or daemons if you will, hehe). Since these would be happening all the time, there's a good reason memory of their summoning might be preserved - it might become fairly expected where strange things are happening that a powerful creature might come to stop it, and that it's a very good idea to run at that point, so the Absurdity Response for the debugger itself might have weakened over such a long period. With that you have an additional layer of complexity in the culture's responses and expectations to work with in making settings for the game.

This is a very good idea. What if it were implemented that debuggers are previously eliminated manipulators(after all, they're programs at this point too) with the electronic equivalent of their neurochemistry changed so they're constantly in a state of blind panic/rage, (think WH40k Eversors*) and had a chance (I'll work out the formula later) to attempt deconstruction by simply inserting energy at the molecular level until it went away...and targeting it via a poorly constructed bounding box?

I'm working on fleshing out what exactly what interactions are possible between manipulators, ideally combining it with some kind of insanity rule related to how much power a given one's channeling at a given time. Ideally, I'd like to have it end up copasetic with the idea of them as a version of Girl Genius' Sparks**, so that every time you get a new one (IE the PCs) everyone who's been changed before tries either to control them for purposes of their own or tries to kill them before they draw too much attention to themselves/ go insane, and more self-aware societies might posses a sufficient mythos surrounding them to warrant prosecution on the mundane level. I'll probably have to rework the awareness system to make this possible though, and include a sample setting.

*http://wh40k.lexicanum.com/wiki/Eversor_Assassin
**http://girlgenius.wikia.com/wiki/Spark
« Last Edit: September 25, 2010, 09:31:07 am by Trekkin »
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