Showing posts with label Fluff/Inspiration. Show all posts
Showing posts with label Fluff/Inspiration. Show all posts

Wednesday, October 23, 2013

New Denver: Summary


New Denver is a near-future cyberpunk settings, another "paratopian" concept (i.e. speculative fiction that is neither utopian nor dystopian). Wrote this condensed summary up for /tg/, realized I have zero excuse not to post it here.

Yellowstone starts erupting in 2017, majority of 500k displaced survivors fleeing multi-state "Grey Zone" are housed outside Denver. Federal legislation approves massive subsidies and deregulation for region, spurring massive corporate investment. By 2025 "New Denver" has officially absorbed "Old Denver" and become a hub of everything high-tech, is the only place where human augmentations can be tested without FDA approval.

Meanwhile, Yellowstone continues to belch out toxic gases & clouds of ash, and federal government intends to maintain the controversially-large Grey Zone indefinitely. Thousands have refused to evacuate, including survivalist militias with serious military hardware. Region has also become hotbed for cartel operations. All of the above threatens to destabilize the city.

Notable tech advances:

-Commonplace adoption of wearable computing, with "optics" (spiritual successors to tech like google glass) as affordable and commonplace as smartphones circa 2010.
--Standard feature of latest generation of optics is"Projected" Augmented Reality capability, i.e. virtual objects that appear to exist within physical environment. Vast majority of models are only capable of rendering vector-based AR graphics.
-Civilian drones far outnumber government ones. New Denver has an "open matternet" with officially approved air traffic lanes and open-source software. Anyone can buy a multirotor with approved specs, install standardized firmware and then immediately register it to start taking delivery jobs.
-Exo-frames are seeing use by military as well as in construction & medical care.
-3D printing has become widespread, with "vending machines" becoming a competitive market.
-IAs a la "Siri" have become increasingly robust at understanding & implementing complex spoken or subvocalized instructions.
-RNI Labs, a private research institute, has been producing an increasingly complex series of androids with synthetic brains and nervous systems, which can learn and develop in a similar fashion to humans. The two most well known are Persica and Ari, who have respectively been leased to a marketing agency and the New Denver Police Department.
As for cybernetics:
-Advances in "neural bridge" tech mean that cyborg limbs can now be controlled with 1:1 accuracy. "Milspec" limbs that can perform at max human potential or beyond officially require special licenses not available to the general public.
-Artificial implants can replace impaired sight, hearing, smell and even taste.
-Emotional regulation implants have been developed to assist people suffering from PTSD and other mental disorders. The implants have also proven effective at mitigating the impact of subsequent traumatic events, leading to ongoing discussion on the possibility of their preemptive use by military personnel. Pop culture portrays the implants as allowing one to keep their cool within combat situations, and some PMCs explicitly advertise their augmented contractors as such.

Concerns have been developing over the potential for "neural bridge hijacks", a method of remotely manipulating someone's augmentations by spoofing (falsely impersonating) the signals being sent by the target's flesh-and-blood nervous system. The technique has been repeatedly demonstrated under lab conditions.

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Monday, February 13, 2012

Blazing Spear: Cultural exchange



THE ADVENTURES OF BOB, RULAANI TOURIST
The man with no remarkable skills whatsoever!

"Bob" is a joke character I've used in our internal discussions. His purpose is to demonstrate how an "average joe" in Blazing Spear's central culture, the Rulaani Empire, can still be someone extraordinary in the eyes of other cultures. The following is the first anecdote he appeared in, from a chat last september; ideas have progressed since then, but the cultural differences remain in effect.

4:55 PM
me: Rulaani tourist in the mountain kingdoms hears about the legendary Swooping Hawk sword style, whose incredible secrets (the source of much speculation) are taught only at a secluded dojo on a nearby mountain.
4:57 PM
So he decides to go down there on tuesday, knocks on their door and says "Hey, this the place where they teach those 'Swooshing Hawk' moves? I want to see how work."
4:58 PM
Michel: Complete with bad grammar in his non native tongue. Alright, what happens next?
5:01 PM
me: Well, imagine if some guy walks into the most important building in Apple'sheadquarters and says with a bit of an accent "Hello, is this the place where they present the new prototypes to Steve Jobs? Ok, and which room? I am here to observe."
5:02 PM
Almost certainly alot of "Um, wait, who are you?" Because it would be ridiculous to think that someone would just walk in and want to see this super-secret mysterious stuff because of idle curiosity.

Michel: I can just imagine the monocles falling off.
5:04 PM
me: In fact, let's say he actually gets to the grandmaster, and that the real reason he does is because he acts like he has a reason to be there.
5:05 PM
(And does it well, because it's not an act.)
5:06 PM
Now, bear in mind that in my head Rulaan basically has spears as the classic weapon where western culture has swords. They refer to freelance warriors (mercenaries) as "sellspears" or "spears for hire".
5:08 PM
So let's say this guy has one of those on him.
5:09 PM
Michel: brb keep typing.

wanna read this.
9 minutes
5:18 PM
me: The master, with a nervous low-ranking student helping translate, basically is all "So. . .you are a Rulaani of common birth, who has spent four years as a member of your village militia." (Camera cuts to a muddy guy in rags shivering in the cold and using a rusty sword to try and hack dead limbs off some trees. A caption at the borrom reads MOUNTAIN KINGDOM EQUIVALENT. His comrade says "Maybe you should sharpen that thing." "Oh yeah. How do you do that?" "I think you need a rock?" Cut back to the dojo.) "Yep," says the Rulaani.
5:21 PM
Michel: lol
5:23 PM
me: "And word has reached you of our great and much-feared sword school, where the secret sword techniques of Master Li Peng have been passed onto a chosen few for four generations." "Some guys in the village down the hill were talking about it."

(Translator: ". . .He says yes.")
5:27 PM
Michel: keep going
5:32 PM
me: "And you have decided to make a day trip to our dojo, where you expect we will show you these secrets only because you asked." "Oh! No no no, I'm sorry, this must have seemed so impolite, I didn't mean it like that." "Ah, that is good." "Yes, I would never ask to learn your techniques without also sharing my own martial knowledge in return."

(Awkward silence)
6 minutes
5:39 PM
Michel: Well, don't stop there.
5:40 PM
me: The master massages his temple. "Very well, tell him we will accept." Translator does a double take. "M. . .master?" "I now foresee a need to gut the Rulaani in large numbers at some point in the future. It is prudent to observe how they fight."
5:44 PM
So they go to the 2nd-years dojo room and he tells the teacher to indulge this guy by serving as his mock opponent. Guy acts out some basic spear strikes in slow motion, functional but utterly crude in their eyes (spear masters are no sword masters, but they at least have some poetry).
6 minutes
5:51 PM
me: Then his opponent asks if they can try the scenario in a brief actual spar. They face off, and the teacher contempously slaps the spear aside with his wooden sword at the right point in the attack pattern to throw his enemy off balance. The Rulaani barely dodges the follow-up sword swing, but the teacher simply continues his rotation and launches a roundhouse kick to the gut.
5:53 PM
Michel: And?

me: Rulaani is bent double, gasping, dropped his spear. The audience is cackling appreciatively. The master smiles, but his eyes frown for a second. ("Damn, that was pretty good," says the Rulaani between gasps.")
5:54 PM
"Wait, do that one more time," says the master. A similar repeat perfomance ensues.
5:56 PM
The audience is quiet now, still grinning exultantly. But the master is now completely focused. "Do that thing again, with your feet." The Rulaani got his ass handed to him, but it shouldn't have taken three moves. Not with this guy's utter lack of real skill.
6:00 PM
Over the next two hours the master grills the visitor extensively on the training drills he's recieved regarding stance, footwork and movement. Once satisfied, he nods and spends the afternoon patiently coaching the Rulaani on a few useful basic techniques that should be viable for a spear wielder.
6:02 PM
Michel: Continue?
6:03 PM
me: Over the next several years the master implements the most radical series of changes to the Swooping Hawk style since it was created by Master Li Peng almost a century ago.
6:05 PM
Master Li Peng was an absolute master prodigy of a warrior. He invented some amazing things. But he was one man working in isolation, with only very basic practices as a shared starting point- ones he did his best to unlearn, since they tended to be very flawed.

Michel: I get what you're getting at.
7 minutes
6:13 PM
me: The Rulaani was an utterly unremarkable warrior, who had baredly grasped the fundamentals of the martial techniques he was trained in- techniques and lessons based on the work of half a dozen different genius master warriors, each with decent access to their predecessor's ruminations.
6:14 PM
Michel: By extension, this principle makes Rulaan a natural source of PCs

since the kind of knowledge that is useful for making heroes

(alchemical lore, combat techniques, espionage savvy, technological expertise)
6:15 PM
would be more widely shared than in other cultures.

me: Master Li Peng never really thought much about footwork- his stances were ideal for ensuring a strong and versatile attack made from a standing position.
6:18 PM
The school had traditionally assumed that someone who is forced to move backwards in a duel has essentially lost the fight. But if this Rulaani had even a few years worth of real combat experience (and had been in better shape), he would have been able to wipe the floor with his sparring opponent.
6:21 PM
The master could see the potential of the moves enough to realize there was a whole branch of techniques that the school had previously thought to be infeasible.

Michel: Cool
6:24 PM
me: If someone had suggested to a swooping hawk student that this would come to pass, it would mean a duel to the death- someone daring to suggest that their master's knowledge would be lacking? No loyal member of the school would let such disrespect stand.
6:25 PM
Not unlike how every kid thinks their mom and dad truly know everything.
6:26 PM
Michel: ahhh

(until they're thirteen, in which case the exact opposite effect is the case)
6:27 PM
me: (Which is what the majority of masters are like- they clearly know everything. This one was a little wiser than the norm.)
6:28 PM
But to the Rulaani, this guy doesn't represent the absolute pinnacle of knowledge- just a guy who knows a bunch of stuff.
6:29 PM
Michel: I see
6:30 PM
It sounds like our setting is one where travel and exposure count for a lot

And going places and seeing things makes for powerful adventurers

because they'll grasp insights unavailable to the guy who stays in his place.

Am I on target?
6 minutes
6:37 PM
me: Could be, could be. Making a character who's been exposed to a variety of cultures might be how you make a more "multiclass" character- at least in terms of overcoming hurdles in pursuit of an optimal rounded-out build.
6:39 PM
Reeling things way on back to the original point, I expect I was also thinking of things like minimizing raw number increases for high-level characters.
6:40 PM
A level 12 character (well, his equivalent in this system) shouldn't feel "safe" when facing a group of 10 level 1s.
6:43 PM
Not until he does a display of fighting skill that scares the remaining 7 into backing down. Or navigates the fight into a narrow alley where they can't come at him with more than 2 at a time. Or otherwise avoids a "fair fight" in favor of a situation where he has the advantage.

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Tuesday, January 31, 2012

Introducing: Blazing Spear


High time to pull back the curtain, I think.

Blazing Spear is the tentative name for an original bronze age weird fantasy setting I and two others have been working on since early 2011. There are numerous influences (from 300 to Fringe), but a particular handful best capture the kind of stories we'd like our world to help tell. Fullmetal Alchemist. Avatar: The Last Airbender. Matthew Woodring Stover's bronze age fantasy trilogy. Girl Genius. A relatively obscure new comic called Black Fire. And above all else, Princess Mononoke.

These are stories of badass individuals caught up in the physical & ideological confrontations of different cultures, and in the goals of colorful power players whose means far exceed those available to "mere mortals."

These are stories in a world that is changing and evolving, where there is no option to maintain a “status quo”.

These are stories where numerous other characters are just as badass, just as competent- and not just among those fighting on both sides of the conflict, but also those "underfoot" who are just trying to get by. The crucial factor that distinguishes the player characters isn't superior strength, or even necessarily virtue; it's their role as individuals, as people who involve themselves in the conflict without cleaving to any the goals of any one faction that's involved.

I'm as busy as ever, but I'll do my best to share more about this world we've made (and perhaps some original game mechanics to go with it). My goal is to update on at least a weekly basis; I'm terrible as I've always been at posting into a vacuum, so any honest feedback & commentary you can offer will be a huge help. Have I gotten your attention so far?

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Thursday, May 19, 2011

Re: "Which Bite Wins"


Hmm.

It all depends on precisely which variety of each monster is being used. So let's start with the fundamentals.

PART 1: CONTRIVED BIOLOGICAL EXPLANATIONS
Zombies are caused by an actual virus, spread via bodily fluids. One explanation I always liked, from a few incarnations of Resident Evil, was that it was a combination of a destructive ebola strain (which would kill people too fast to actually spread) and a failed viral vector which stimulated cell growth & activity (they wanted supersoldiers, instead of mutated bodybuilders with lots and lots of cancer).

Vampirism is a disease, bloodborne microorganisms (think malaria) that alter your bodily chemistry to make you sociopathic, alert, unnaturally strong, oversensitive to light, in need of blood, etc.

Werewolves. . .hmm. Let's say that werewolves are a hereditary genetic thing- because genetic traits aren't always just recessive or dominant. There are disorders that run in a family but have little clear pattern, because the potential is there in the genes but other factors are needed to push you over the brink. Like your diet, or high levels of stress. High levels of stress. . .from being bitten by a werewolf.

Uh, and it has to be a werewolf because there's also a biochemical factor that's induced by a werewolf's saliva. (Werewolf french kisses will thus also induce a transformation, but they almost never do that to someone)


PART 2: INITIAL INFECTION
If we assume each of these transformations' initial effect happens over the effect of 5 minutes, what happens when they're combined? Here's where I really start throwing out bullcrap (instead of rigorously looking up concepts like "viral vectors" on wikipedia, for like 5 whole minutes, and *then* using them in my bullcrap).

The zombie virus is spreading throughout your bloodstream, altering the behavior of your body's cells so that they work 80-hour weeks with little oversight or direction. The effects would not be obvious right away- the subject would be feverish and delirious, with the viral vectors needing longer periods of time to reach the central nervous system.

The werewolf stimuli simultaneously triggers a change in the subject's. . .uh. . .he grows hair and stuff, ok? Look, this just getting ridicu{TECHNICAL DIFFICULTIES, PLEASE STAND BY}

Ahem. The werewolf stimuli simultaneously triggers its own change in the subject's biological functions, activating the latent potential behaviors of his organs. His body starts to reconfigure itself, with the viral zombie interference hindering the development in some cases and amplifying it in others.

The increase in pulse rate and vital activities would give the bloodborne vampire microorganisms a boost, letting them take effect quickly and with more potency. So while the subject begins having difficulty distinguishing reality from his imagination (the zombie virus' initial delirium), and having all kinds of predatory carnivore impulses, he's also becoming more alert, obsessive-compulsive, and sociopathically cunning.


PART 3: THE TRANSFORMATION
Soon the delirium will fade as the zombie virus reaches the brain, and the higher thought processes turn to empty static. But where a normal brain would thus be left in a constant state of dazed distraction and simple agitation, this brain has different kinds of things going on under the hood. Predatory impulses to hunt and prowl, to lurk and carefully monitor the surroundings, to lunge forward and attack your prey with terrible ferocity.

Physically, the subject's skin becomes pale and lifeless before it can grow much hair, and his terrified babbling quickly gives way to guttural groans and animal growls. The scientists high five one another as the subject flexes ineffectively against the restraints, concluding that they have basically produced a zombie with sharp teeth that snarls alot.

They aren't realizing how there are changes that are only just beginning in the subject's muscles. That they've started growing to fulfill their latent potential, AND have been told by viral vectors to work overtime, AND are being treated to a special biochemical cocktail courtesy of bloodborne symbiotic microorganisms. Meaning that in a few days the subject will become twice as strong. . .three times over. (That's right- EXPONENTIALLY stronger)

And because there's nothing else left for a zombie to feel; because it fuels everything the wolf has evolved to accomplish; because it defines the vampire by its all-consuming addiction: the subject will be driven by an unstoppable hunger for living human beings.

Howzat?

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Saturday, October 30, 2010

And the crowd goes wild!


I don't get nearly as many chances to stretch my game-writing muscles as I'd like. One exception was last May, during a conversation with a fellow designer who was working on a warcraft 3 arena map. The setting was described as a sort of fantasy roman empire, and each of the 15 characters had some interesting backstory (which I've included below for context. Among his intended features was a neat crowd element:

The crowd gets in on the action! The dynamic crowd will cheer, boo, chant, or roar its support based on player actions, providing a variety of special effects. For example, there are killstreak rewards (somewhat like, say, Call of Duty uses, but don't expect to see helicopters ;))

(3:43:19 PM) Dagda: It's interesting, I like the allusions to the culture/background society
(3:43:28 PM) OneWinged4ngel: Go on?
(3:43:50 PM) OneWinged4ngel: Don't just tell me "it's good." Everyone tells me that about everything I make. It's not terribly helpful feedback :(
(3:44:41 PM) Dagda: Just that all their descriptions imply that their stories tie into a larger context- with the player's imagination being free to fill in the blanks.
(3:45:39 PM) Dagda: This isn't just random archetypes, all of them have ties to a larger world
(3:46:59 PM) Dagda: It'd be interesting to have the crowd shout character-specific things via text, though I'm not sure where you'd have it appear.
(3:50:02 PM) Dagda: The Abomination, for example. Cheer: "Great ___, it's hideous!" Boo: "Inhuman creature! Someone put it down!" Roar: "What a terror!" Chant: "Eat their brains!"
(3:51:03 PM) Dagda: Gives you a sense of how your character looks in the eyes of Rulaan's masses.
(3:51:46 PM) OneWinged4ngel: That's a good idea. I shall implement it.
(3:52:01 PM) OneWinged4ngel: Come up with more lines for them to say for other characters though.
(3:52:03 PM) OneWinged4ngel: >_>
AND SO I DID. Just to reiterate, the descriptions below aren't my ideas- I just came up with the crowd reactions.

The Missionary: An evangelistic priest and explorer from a faraway, previously unknown land who had set out on a mission to spread the gospel of his monotheistic sun god to the world. Upon arriving in Rulaan, the Missionary's compelling faith formed the seeds of a revolution against the established belief system, and he was imprisoned as an enemy of the state. Now, he is forced to fight against his will in the arena. In battle, in addition to sword and shield, he wields the wrath of God itself, calling down fire from the heavens.
Cheer: "It's that foreigner!" Boo: "Give up on your false god!" Roar: "Unbelievable!" Chant: "Prea-cher!"

The Heretic: A corrupt former high priest of the Order revealed and imprisoned for committing atrocities against his fellow Rulaani, the Heretic is a master of the dark arts who bargains with the masters of the underworld for power over death. He knows the secrets of blood magic, offering of his own flesh and soul to gain dominion over the damned. Ironically, he finds that in bonds he has been freed to go about his work; few comprehend his methods, and where once he had to operate in secret, the arena presents him with a plethora of living sacrifices.
Cheer: "Foul traitor!" Boo: "A quick death's too good for him!" Roar: "Such power!" Chant: "Wipe them out!"

The Witch: A pagan practitioner of the Old Ways, the Witch is in tune with the mind of nature and the sacred feminine, and is a master of herbalism, wards, charms, and hexes. The old ways are no longer observed in Rulaan, however, and since the rise of a new organized religion, the Order, the last practitioners of witchcraft are hunted down and imprisoned. Like all prisoners, however, they too are given the opportunity to participate in the blood sport.
Cheer: "Country girl! You don't stand a chance!" Boo: "There's no place for your kind, not anymore!" Roar : "Damn, she's a tricky one!" Chant: "Witch!"

The Abomination: Amongst the exotic monsters captured from the far corners of the earth to be put on display in the arena, the Abomination is the most unique and frightening. Captured from the deepest depths of the underdark, this nightmarish psychic Abomination employs staggering psychic powers to subdue his victims, break their minds, and finally consume their brains.
Cheer: "Great ___, it's hideous!" Boo: "Inhuman creature! Someone put it down!" Roar: "What a terror!" Chant: "Eat their brains!"

The Warlock: A centurion among Rulaan's warrior mages with a penchant for cruelty, the Warlock is a master of vicious evocation magics, able to call fire from the earth, lightning from the sky, frost from the air, or even tear paths through the fabric of reality. Already wealthy and powerful, she fights in the arena for simple sport and bloodlust.
"Centurion! Show them what we're made of!" Boo: "Fraud! This can't be our lady!" Roar: "Truly the finest of our warrior-mages!" Chant: "Rulaan!"

The Knight: A lovestruck former Rulaani nobleman whose forbidden passions have cost him his title, disgraced his lineage, ostracized him from his family, and landed the Knight in prison with only one hope of freedom to reunite himself with his love: becoming the champion of the arena.
Cheer: "There he is, a lord no longer!" Boo: "An utter disgrace!" Roar: "Truly, he fights for her!" Chant: "Fight on!"

The Hero: Once a celebrated war hero of the northern dwarves, the keepers of the ancient secrets of the Way Gates, the Hero was defeated and captured in a heroic last stand, which some saw as the moment that ended a long war with expansionist Rulaan. Now, he is a prisoner of war, forced to fight in the arena for the amusement of his captors in order to stay alive from day to day, wielding the power of his mystical heritage and secrets of dwarven craft.
Cheer: "Pathetic dwarf!" Boo: "This is the best his people could offer?" Roar: "Astounding!" Chant: "Hold the line!"

The Gladiator: A thrillseeking Rulaani freeman who fights in the arena for his own personal glory, fame, and profit, the Gladiator is a returning champion of the arena who hasn't let age dull his skills. The Gladiator is a master fighter with his axe and gladiator's net, and knows how to play to the crowd.
Cheer: "He returns once more!" Boo: "Old man should just retire!" Roar: "What skill!" Chant: "Champion!"

The Savage: A proud warrior of one of the many relatively primitive tribes of ogres scatterred around the western edge of the expanding Rulaani empire made victims of genocide, the Savage was captured and hauled off to be goggled at by audiences in the arena. Channeling his fearsome sorrow and rage on those he is forced to fight, the Savage wields a towering stone axe like a wrecking ball with sharp edges, trampling foes with his sheer size and strength.
Cheer: "What a beast!" Boo: "Who gave that animal an axe?" Roar: "He's unstoppable!" Chant: "O-gre!"

The Amazon: The overextended expansionist Rulaan is plagued by barbarian raids from far corners of the empire, and perhaps the most infamous of these raiders are the Amazon women from the southern reaches. A savage warrior woman captured in such a barbarian raid on Rulaan and put on display in the arena, the Amazon is a swift huntress with a vicious killer instinct.
Cheer: "It's a wild woman!" Boo: "Come on, fight like a man!" Roar: "She's amazing!" Chant: "Amazon!"

The Madman: A relentlessly clever inventor and a homicidal maniac to boot, the Madman defines the line of genius meeting insanity. After using his technological expertise to disintegrate one of the wonders of the world, the authorities stepped up their efforts and finally managed to capture the rampaging goblin. Now imprisoned, the Madman gleefully turns over his pioneering doomsday machines to the Rulaani army in return for an endless supply of live test subjects in the arena.
Cheer: "The goblin! Who knows what he'll do!" " Boo: "Deranged lunatic!" Roar: "He's a madman, but he's OUR madman!" Cheer: "Genius!"

The Outlaw: A daring brigand and expert marksman who terrorized the roads of Rulaan, stealing from the rich and giving to the poor. Even now that the law has finally caught up with her, the Outlaw does not intend to give up her mission of redistribution of wealth and is planning a daring escape with the help of her allies who still walk free. Until then, however, she must survive the carnage of the arena.
Cheer: "And they said she couldn't be caught!" Boo: "Time for her tale to end!" Roar: "A true legend after all!" Chant: "Freedom!"

The Assassin: A hired killer who once stalked the upper echelons of the Rulaani courts, being wrapped up in so many intrigues came back to bite the Assassin when one of her employers betrayed her, and she was caught in the act. Now, her mastery of the deadly arts serve her well in fighting for her freedom in the fighting pits of the arena.
Cheer: "Nowhere to hide now!" (And yes, they're badly mistaken) Boo: "This is no battle!" Roar: "A deadly foe!" Chant: "Kill!"

The Wanderer: The Wanderer is a traveler from far, exotic lands on a journey to become the world's strongest warrior, testing his skills against those of the greatest fighters from across the world and learning from every encounter with a new style. Now that he has arrived in Rulaan, he seeks to once more bathe his blades and challenge his skills in the Colosseum.
Cheer: "He'll see what the Arena has in store!" Boo: "Get out of the ring!" Roar: "Never seen anything like it!" Chant: "Warrior!"

The Gambler: A devious Rulaani lord with a compulsion for betting on arena matches who, after finding himself mired in debts, finally decided that the best way to rig the game was to enter himself! The Gambler is a master of Chaos Magic, wielding unstable arcane powers focused through cards inscribed with runes and sutras. And yes, he charges up the cards with explosive energy and throws them at people like Gambit from X-Men.
Cheer: "His luck's run out!" Boo: "Nothing but cheap tricks!" Roar: "Fortune's favorite, indeed!" Chant: "Against the odds!"

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Friday, October 22, 2010

Influence Map: Complete Version


Finished! Got to say, this was a fun bit of navel-gazing.

Really, the hardest thing was separating "stuff I like" from "stuff that I find myself drawing on." For example, I really dig Metroid Prime, but it hardly informs my own work- I don't make first person adventure games, at least not so far.

Edit: I've been asked a couple questions about this, so I thought I'd elaborate some here. The material on the left side of the image is what I draw on (so far as I can tell) when coming up with fictional ideas and concepts- a random character, the background for a world, the fluff premise for a game. The material on the right side is the stuff that's influenced & advanced how I think about game mechanics of all sorts. Pretty much everything on here comes highly recommended, feel free to ask if you want more details on something.

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Sunday, October 17, 2010

Influence Map: Part 2


Here's the rough for the second half. If anyone can guess one of the unrevealed items, I'll give them a game-as in, I'll design one for you.

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Saturday, October 16, 2010

Influence Map: Part 1


I've been taking a stab at doing this in the spare moments between calls at my job. This image is the first half, give or take.

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Wednesday, October 13, 2010

Brainstorming: One Hell of a love story


(10:27:25 PM) Dagda: You know that massive image collection I've got?
(10:28:29 PM) Dagda: 7k character portraits, and just as much other stuff?
(10:28:53 PM) Dr Nurse: Yes?
(10:29:43 PM) Dagda: Basically, I have it all on the ipod, with the slideshow set to shuffle. So I open up the "Portraits" gallery, and declare that the next pic that comes up will be the protagonist.
(10:39:08 PM) Dr Nurse: Holy shit, no dude, I could play that game forever
(10:39:18 PM) Dagda: Same
(10:40:14 PM) Dagda: Here, let's do it now! You declare the character's role, I'll grab the result & give you the web gallery link.
(10:40:25 PM) Dr Nurse: :-D YES!
(10:41:02 PM) Dagda: (Or you can declare something like "this is his weapon of choice" and I'll go raid the Equipment gallery instead, for example.)
(10:41:15 PM) Dr Nurse: Right!
(10:41:19 PM) Dr Nurse: Okay, then... setting.
(10:41:39 PM) Dagda: http://picasaweb.google.com/brooks.dagdamor/Scenes3#5143661690248142114
(10:42:35 PM) Dagda: HELL ITSELF
(10:42:43 PM) Dr Nurse: Damn, I was hoping for more scenery but YES. THE WAR IN HELL.
(10:42:46 PM) Dagda: We appear to be off to an excellent start
(10:42:51 PM) Dr Nurse: WONDERFUL.
(10:42:52 PM) Dr Nurse: Hero?
(10:43:11 PM) Dagda: http://picasaweb.google.com/brooks.dagdamon/Portraits702#5283513631152882466
(10:43:14 PM) Dagda: Huh!
(10:43:36 PM) Dagda: Some kinda elric/samurai guy? This one gives us alot of flexibilty.
(10:43:56 PM) Dr Nurse: ...Wow we are off to a great start. A lost soul in the middle of a war in hell itself.
(10:44:14 PM) Dagda: How about love interest?
(10:44:24 PM) Dr Nurse: Oh! Yes! This could be interesting.
(10:44:27 PM) Dagda: Take advantage of the androgynous protagonist
(10:44:35 PM) Dr Nurse: Totally!
(10:44:44 PM) Dagda: http://picasaweb.google.com/brooks.dagdamon/Portraits702#5283537642721245634
(10:44:51 PM) Dagda: Hmm
(10:45:11 PM) Dagda: Well, she's got the right attitude for a war in hell
(10:45:36 PM) Dagda: (right attitude being yelling angrily while hitting something)
(10:45:54 PM) Dr Nurse: Well, this is easy. Apparently this war in hell is asian themed or some shit. Maybe it's a Dante's Inferno (the shitty game i mean) situation. He went into the depths of hell itself to fetch a lost love...
(10:45:59 PM) Dr Nurse: and she's a little busy kicking ass in a war.
(10:46:34 PM) Dagda: Less "I have come for you my darling" and more "Honey maybe it's time you took a break, dinner's almost ready"
(10:46:58 PM) Dagda: Hmm
(10:47:50 PM) Dagda: Maybe you've got the Doom-esque "gate to hell opens" scenario, and an order of monks sends people in to desperately try & find a way to close it.
(10:49:14 PM) Dagda: And this lost soul- who happens to be a badass swordsman, hence him not being devoured decades ago- is immediately drawn to her (which is a good thing, since she really needs help. Not many visitor aids in hell)
(10:52:10 PM) Dagda: I find myself envisioning a blend of action-movie and "my love interest is damned" dark romance.
(10:52:31 PM) Dr Nurse: I LIKE IT.
(10:52:37 PM) Dr Nurse: So hey, Villain time. Make it happen.
(10:52:47 PM) Dagda: Hmm
(10:53:26 PM) Dagda: Do I go to Portraits (i.e. people) or creatures (i.e. inhumanoid monsters)?
(10:53:44 PM) Dr Nurse: Hey, do both and see what we can come up with
(10:53:49 PM) Dr Nurse: this IS hell after all
(10:54:03 PM) Dagda: http://picasaweb.google.com/brooks.dagdamor/Creatures2#5239703957979077474
(10:54:31 PM) Dagda: First reaction is :/
(10:54:51 PM) Dagda: Second reaction: SHIT YES INFERNAL WARGOLEM ON WHEELS
(10:55:01 PM) Dr Nurse: I WAS ABOUT TO SAY THE SAME THING.
(10:55:05 PM) Dr Nurse: IT'S A MECH. IN HELL. AWESOME.
(10:55:06 PM) Dagda: A little generous interpetation voila!
(10:55:41 PM) Dagda: . . .Oooh!
(10:55:49 PM) Dagda: Person result: http://picasaweb.google.com/brooks.dagdamon/Portraits10#5283564672277980530
(10:56:18 PM) Dagda: Whaddaya say we have our reason for the hellgate opening in the first place?
(10:56:49 PM) Dr Nurse: I think so. A vengeful warrior dude trying to claw his way out of hell and, barring that, bringing everyone else into hell with him?
(10:58:13 PM) Dagda: HELL ITSELF CANNOT HOLD ME BACK
(10:58:35 PM) Dr Nurse: THE GATES ARE OPENED AND IT WILL SPILL INTO THE MORTAL WORLD
(10:58:37 PM) Dagda: Oooh! Oooh!
(11:00:07 PM) Dagda: So I'm thinking, maybe mortals- those badass enough to actually hold onto their souls while in hell- can actually use the metaphysical advantage their soul gives them to start bringing demons under their will?
(11:00:21 PM) Dagda: A sort of charisma that comes from them having free will?
(11:00:34 PM) Dr Nurse: OH YES! So we get the MegaTen element of monster recruitment?
(11:01:45 PM) Dagda: I was thinking this as an explanation for the warrior guy being a villain- but then I realized this could mean our love interest has to learn to do the same over the course of the story!
(11:02:36 PM) Dagda: i.e. stare down the mob of fiends and say "No, YOU get on your knees and beg for mercy"
(11:02:56 PM) Dagda: And then crack heads until they get the idea
(11:03:09 PM) Dr Nurse: YES! This mortal girl has to learn how to be a lord of hell to fight a lord of hell.
(11:04:27 PM) Dagda: And her love interest guy has to rebuild his sense of self, through her, enough to give her the crash course.
(11:04:48 PM) Dagda: OH! Just thought of a viable ending!
(11:05:18 PM) Dr Nurse: Oh?
(11:06:18 PM) Dagda: The whole "dark" part of the romance setup comes from the giant This Will Not End Well factor, right?
(11:06:42 PM) Dr Nurse: Right!
(11:08:36 PM) Dagda: She's on a suicide mission, even if she beats this guy there's very little chance of her being able to escape afterwards. And he's a lost soul, fighting alongside her guarantees that he's attracting too much attention to measure his lifespan in more than hours.
(11:10:37 PM) Dagda: And even if they weren't up against such staggering odds amounts of ass, the best could hope for would be to win her a way out and wave a sad goodbye. Heck, maybe he repeatedly tries to persuade her to cut & run with that very goal in mind.
(11:12:43 PM) Dagda: Then comes the climactic battle against this villain (and his wargolem!). Let's say that there's this big soul-devouring sacrificial altar thingy, maybe with big barbed spikes to impale your victims on.
(11:13:08 PM) Dagda: Or some similar device.
(11:13:12 PM) Dr Nurse: Right!
(11:14:43 PM) Dagda: And say that our final battle ends with this lost soul attempting a Taking You With Me sacrifice, expending his essence enough to physically tackle the villain into the devour-your-soul-o-matic.
(11:16:11 PM) Dagda: Villain soul is devoured! Bloodied, lifeless body crashes to the floor, whites of his eyes showing.
(11:18:06 PM) Dagda: Same soul-devouring forces rip at our lost soul. . .only for it to become clear that they're pawing ineffectively at him. WIth this last act, he's officially become to pure for hell to have any power over him.
(11:19:37 PM) Dr Nurse: OHHHHH
(11:20:09 PM) Dagda: but he's still spent to much of himself, his spiritual form's integrity is comrpomised. He's drifting away, presumably to heaven. She's watching him with this tearful smile, in such rough shape that she can't even stand, demons and/or a still-functional wargolem battering down a nearby door & seconds a way from crushing her to a pulp.
(11:20:36 PM) Dr Nurse: So we still get a badend?!
(11:22:10 PM) Dagda: He's completely not okay with this ending, she's completely okay with it. This way one of them gets out of hell, and it's the one who never had any hope in the first place.
(11:23:30 PM) Dagda: We hear screaming no & struggling to force himself to stay in more and more heartfelt fashions, but after one final, determined, fading cry he's gone.
(11:24:26 PM) Dr Nurse: D:
(11:24:37 PM) Dagda: She closes her eyes, takes a deep breath, turns to watch the berserk war golem break free of the door/whatever they trapped it in mid-fight and barrel down towards her.
(11:25:59 PM) Dagda: AND THEN HE SLICES OFF ITS ARM. "HE" MEANING THE LOST SOUL, IN THE BODY OF THE VILLAIN
(11:27:07 PM) Dagda: An intact mortal body, with a freshly empty place where its soul used to be.
(11:27:27 PM) Dagda: TWIST GOOD END
(11:27:39 PM) Dr Nurse: THE BEST END.
(11:27:46 PM) Dr Nurse: I LOVE TWIST GOOD ENDS.
(11:27:50 PM) Dr Nurse: YOU NEVER SEE THOSE ENOUGH.
(11:27:55 PM) Dr Nurse: "OH SHIT THINGS LOOK BLEAK"
(11:28:00 PM) Dr Nurse: "SURPRISE NIGGA NO THEY AIN'T
(11:29:56 PM) Dagda: So.
(11:30:12 PM) Dagda: We need to do this on a regular basis, methinks.
(11:30:19 PM) Dr Nurse: This is the best game.

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Wednesday, July 21, 2010

Divers vs. Inception


I went into Inception with a "baseless hunch" about what seeing it would be like for me, one that turned out about 80% correct. Among the expected factors: It's got a ton of parallels to Divers (enough that it'll probably be the biggest "so it's like ___" reaction I get for the project from now on, quite a feat when Divers has parallels to EVERYTHING). It gave me plenty of ideas for antagonists. It's got my mind racing enough that I'll be up all night and should definitely harness this energy towards somethings productive (like this blog plost).

The two big exceptions:

-It didn't give me many ideas about the environments for Divers. The film was too well-grounded for that.
-By having such a thoroughly explored internal logic, Inception provides a reference that helps me better understand my own ideas.

There's a few clear realizations this has currently produced. . .
Where Inception is about the subconscious and our imaginations, Divers is about our intuition and feelings.
The internal logic of the Depths (in Divers) doesn't produce a world where things having match events that could happen in 'reality'; it produces a world where everything 'feels' right. Punching through concrete with your bare hands? Clearly couldn't happen in the real world, but show it to us in a movie or comic and we readily nod along.

Instead of being semiconsciously built from our imaginations, the depths in Divers are formed through the experiences we have- from our feelings, if "feeling" is a label you give to the process of experiencing something.

Inception's world is an increasingly hostile environment that forces you to "lay low", fueling adventures similar to heist movies. Divers' world is an increasingly symbolic/fantastical/significant environment; it fuels adventures where you discover more about the world around you as you fight to better it.
I feel like I've had one element of a personal agenda with Divers, one conscious moral I built into the world's themes. It's simple: Everyone can have qualities that make them worth respecting. Any random person- a surly blue-collar worker in his early 50s, an anxiety-prone housewife, an incoherent bum on the bus- can turn out to have extraordinary depths to them, sides of their character whose virtues would never see the light of day in almost any other premise involving decent action sequences. :P

Mind you, there's a corollary: Anyone can and will have terrible, pathetic failings. Anyone can be force for ill through the Depths, be it through ignorance, denial, or pain too great to bear. That includes the same people who're worthy of respect. That includes you.

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Tuesday, July 6, 2010

Idea: Provide a world for users to fill with secrets.

Just an open brainstorm as to how you might implement this. For a tabletop RPG, it seems like you could use a wiki-like approach to build a campaign setting full of intrigue and hidden motives; the person handling the meat of the setting serves as the admin, with others stepping up to suggest various motives/intentions/goings-on for everything from shopkeeps to nobles to the beggars in a given alley. The big design question is how you'd handle this in some kind of video game.

The approach I'd envision there is making a moderately expansive 3D world, with several different wilderness environments, some small and large towns, etc. It'd hopefully be done well enough that it'd be moderately interesting and beautiful, something you might enjoy running around in with no particular direction; at the same time, it'd all be within the bounds of normality (albeit with the landscape distilled a little, so that you've got more fancy waterfalls and so on). But you'd also provide a set of tools that users could use to modify or add to the world, providing various assets but also letting you make your own.

I can open up this toolset, go in, and add something like a small grove in the middle of a forest or a strange rock formation. I can also go much further than that, adding things like a hidden valley containing ancient ruins or an underground cave system. Other options could include things like giving a seemingly generic building a working door and an interior, and a creature creator that lets you give them all kinds of different behaviors (i.e. your little stick-man will always stay far away unless the player stands still for at least 10 seconds while the moon is full). There'd be a moderator panel I can check in with; they'd offer feedback and be the ones who'd incorporate the altered region into the world. (These moderators *could* act as quality control, but I think their main priorities would be to avoid having one user's additions conflict with another's (i.e. they'd inform you that there's already something going on with that cliff face, and suggest several similar areas to implement your idea instead) and maintain a couple of general guidelines (secrets shouldn't be obvious from a distance, though subtler clues are fine). Players should feel free to give their contributions all kind of unique quirks- winding trails of sky-blue flowers that lead to hidden cave entrances, inscriptions on walls that tell fragments of a story. . .

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Sunday, June 27, 2010

What's the best way a game can tell a story?


Someone raised the question in a discussion I had a while back. This was my response:

I think it's important to consider what stories are, underneath all the different ways we tell them (all the mediums, plot structures, et cetera). I could bring up Robert McKee here, but instead I'll lift a quote from this piece:

OUR FRIENDS. THE PENGUINS, THINK THAT WE, THEREFORE, ARE EMPLOYED TO COMMUNICATE *INFORMATION* — AND, SO, AT TIMES, IT SEEMS TO US.

BUT NOTE:THE AUDIENCE WILL NOT TUNE IN TO WATCH INFORMATION. YOU WOULDN’T, I WOULDN’T. NO ONE WOULD OR WILL. THE AUDIENCE WILL ONLY TUNE IN AND STAY TUNED TO WATCH DRAMA.

QUESTION:WHAT IS DRAMA? DRAMA, AGAIN, IS THE QUEST OF THE HERO TO OVERCOME THOSE THINGS WHICH PREVENT HIM FROM ACHIEVING A SPECIFIC, *ACUTE* GOAL.

SO: WE, THE WRITERS, MUST ASK OURSELVES *OF EVERY SCENE* THESE THREE QUESTIONS.

1) WHO WANTS WHAT?
2) WHAT HAPPENS IF HER DON’T GET IT?
3) WHY NOW?

During a good story, the protagonist is trying to overcome challenges in order to pursue their goal.
During a good game, the player is trying to overcome interesting challenges.
I suspect there may be some potential synergies here. :P

Let me shift from theory to the pragmatic end of the spectrum. The most powerful storytelling trick I've noticed in games so far has cropped up in these isolated moments in a number of different games. Some examples from video games:
-In Metal Gear Solid 3, standing there as you wait to pull the trigger of a gun- one that's pointed at a person you love more than anyone else in the world.
-In Modern Warfare 2's conclusion, staggering up to a crashed helicopter and its injured pilot, a knife in your hand.
-In The Darkness, watching a movie with your girlfriend on the couch, knowing you can press a button at any time to get up and leave.
-In Assassin's Creed, using your one available action during conversations (walking around within a 20' by 20' area) to pace in circles, turn your back on someone and walk away, etc.

Moments like these stand head and shoulders above the rest of the game experience in terms of having the story be engaging and meaningful to the player. It took some reflection, but I think I've figured out why. The thing all these moments share is that the narrative that's playing out contains a variable which has been given dramatic significance by the game, but is now determined by the player. If Solid Snake stands paralyzed while the minutes drag on until he finally pulls that trigger, that's a different story (in a dramatic/significant way) from the narrative where he hesitates for all of a second. While that moment lasted, the player had a degree of genuine control over the narrative while it was unfolding. Psychologically, they went from an audience member (albeit one who gets to walk around the set and sometimes give an order in the director's place) to one of the actors on the stage.

And as a bonus, the narrative has gone from being a mass-produced experience to one that only this player has had, something that can be very important to people.

Any of that make sense?

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Wednesday, April 21, 2010

Post-Apocalyptic Bogeymen


A fellow on /tg/ was trying to come up with some monsters for a post-apocalyptic horror game. My first question for him was simple: Do you want the kind of monsters you blow fleshy chunks out of with guns and plenty of ammo, or the kind that stalk you through the shadows like surreal nightmares? He was after the latter, and had actually been considering having the creatures be intangible (though they'd still have a high body count). Here's what I suggested.

The monsters *are* entities that, objectively, exist- at any given moment, two people looking at one of these creatures will be observing the same thing (heck, if you've got a working camera you could take a picture of them, though any situation where you'd have a decent shot isn't going to be one with a good chance of you getting out alive). They're sentient, and certainly intelligent to some degree. But they also seem to exist almost entirely in our own minds- for the most part, they can barely affect the physical world. The one exception is us- one swipe of a claw and you'll be bleeding profusely beneath undamaged clothes. And while they'll often toy with a victim like a cat toys with its prey, they'll throw people around like rag dolls once they're agitated enough.

Getting into "things the players don't know at first" territory:
-They quickly lose the ability (or possibly the inclination) to affect someone who's dead. In fact, they quickly lose interest in doing much of anything after one victim dies. . .well, most of the time. And that's not gonna stop other victims from bleeding to death shortly after.
-Interestingly, they'll also pay little attention to someone who isn't conscious- or at least, they won't start paying attention. Their focus waxes much quicker than it wanes. One end result of this would be children waking up to see the bloody remains of a mother who never made a sound, rather than crying out and thus waking them up.
-Whether it's correlation or causation, their attacks do less damage to someone who manages not to panic. This doesn't mean not feeling fear- that only happens if you're dense and naive, and it doesn't protect you- it means feeling intense fear and resisting it enough that it doesn't affect your actions. Some elders (and there aren't many out there) advise people to stand and face a beast rather than trying to escape- not because that makes it less inclined to attack, but because that way there's a chance your injuries won't be lethal. Of course, alot of that hinges on there being someone else at the scene who's freaking out more than you.
-The creatures are fairly territorial. Each seems to have its own quirks, abilities, form and general personality (though these evolve over time)- residents typical tell stories about it and call it by a nickname. Personally, I'd use the monster in the '9' short film (and likely the monsters in the feature film version, haven't seen it) as a reference:

Also, it'd be interesting (i.e. really damn creepy) if they could imitate human behaviors-i.e. this twisted nightmare thing occasionally makes some casual nonverbal gesture you'd see a person make in conversation, or whispers something under its breath when before now it only made guttural, inhuman howls.

Perhaps it's not an imitation, and they're spirits of the dead who retain trace amounts of their old selves.

Or maybe those trace amounts come from their latest victims.

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Monday, March 1, 2010

Warlock High: Society

war·lock
–noun
1. An ill-bred mage, esp. one who uses magic in a dishonorable or irresponsible way.
2. (archaic) One of a former group of black arts practitioners that attempted to assassinate the Sutran Kings.
3. (slang) A person who behaves in an aggressive and rebellious manner.

It started with the idea that alot of the faculty members were ex-military.

It completely fit the school, after all. Warlock High's supposed to be a highly dangerous environment, but I also wanted it to be a place with its own culture rather than simply being dysfunctional- to have people tell newcomers "This is Warlock High" as a way of saying Things Work Differently Here. Making the teachers ridiculously hardcore (even if they seem like pushovers at first) is right in line with that.

There could even be a good reason for it. I remembered how John McCain, during the '08 presidential debates, had proposed letting soldiers acquire teacher's licenses without having to pass many of the exams that'd normally be required. If seasoned faculty members at Warlock High became teachers through a program like that, it would imply that the country was involved in military engagements back in the mid-to-late 80s. Say, what if. . .

And just like that, I knew what kind of society the players lived in. Things would generally be the same as if they were living in America, with wizardly trappings mixed in (such as how the school has both a parking lot and a broomstick rack). But from a big-picture, geopolitical standpoint. . .they're living in a post-soviet republic. Except that instead of a communist USSR, the propaganda-happy ruling body was an elitist magocracy.

I don't have a detailed timeline in mind, nor a clear alternate history for this world as a whole. This is not a story that's going to involve any detailed exposition on the subject of geopolitics; after talking it out with the players, we'll likely just have it be so that most of the world's the same and their nation of Unspecifiedavia is located somewhere in/around eastern europe. What does matter about this Cliff's Notes background is that it mean their society isn't exactly the most stable one around.

To the players, things like cable TV and a democratic government are normal. They've been around for as long as our heroes have been alive- but not much longer than that. Older generations have known a time before these western cultural imports; one where the schools and state-controlled media warned the people about the sinister foreign capitalists whose "modern technology" would steal your soul as you labored endlessly in one of Henry Ford's assembly lines. This era ended with an upheaval that lasted for the better part of a decade; there was no open revolution or clash of armies, but the struggles and violence escalated well beyond the point that could be described as simply riots and protests.

Today, social tensions are still evident. One possible example of this that's relevant to our heroes would be the rivalry between Warlock High and the nearby Cowfreckle Academy. (If anyone's still wondering why I'd use a name like Cowfreckle, it's because the school's initial concept is/was a Captain Ersatz of a certain other prestigious magical institution) Even today, anyone who's somebody in this country's high society either went to Cowfreckle or one of several similar schools (you know, like Goatmole or Chickenpimple or okay I'll stop now). Whereas the people at Warlock High, a generation ago, would have been the filthiest of peasants- acting disrespectfully towards a cowfreckle student was unthinkable twice over, once because of social status and once because they'd be lucky to even know basic magic. But now, thanks to public education and a legal system where all citizens are supposed to be equal. . .ye olde paradigm hath shifted.

At least, that's an academic analysis of the social forces at work. If you wanted the outlooks/attitudes of the people involved. . .well, a picture's worth a thousand words.

(6:08:12 PM) Dagda: This would be a perfect example of Warlock vs Cowfreckle personified, I think.
(6:09:20 PM) Othar: >First panel
Okay I get it, casual vs. badass retro-futuristic, cool, I think I get i-
>Second panel
Oh goddamnit hahahaha
(6:09:58 PM) Dagda: Yeah, more panel 2.
(6:10:35 PM) Othar: I figured the second I got to the second panel.
(6:10:51 PM) Othar: Holy hell it's like the Sneetches met the Grinch for the first time.

In the end, the biggest reason for me to base Warlock High's setting on post-soviet republics is simple. "Is it the duty of the people to support their society, or the duty of the society to support its people?" In nations like Ukraine, there now for the first time exists a youngest generation that is more likely to agree with the latter option. The themes of the school fighting genre- as seen in their punk/delinquent/social outcast protagonists- take on a very interesting significance when they're set in a society like this.

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Monday, February 15, 2010

Divers: Quantifying Supernatural Combat

I first came up with the concept for divers back in the fall of '09, hashed out the fictional premise a little, and then put it aside. About half of everything I've written so far has been the material I came up with during that initial brainstorm, with the other half being progress I've made on the concept (through my own work and the input of others) since I got back to work on developing & discussing it in mid-January.

Divers' hibernation ended because of a spontaneous breakthrough. Since it was getting close to midnight, I had decided to watch a couple more action amvs (the good kind that you find by using community sites rather than youtube) before going to bed. In my experience, nothing fuels inspiration better than good fan-made music videos; they combine their songs with the imagery to create potent moods, and at the same time the footage itself provides you with a concentrated stream of ideas. In this case, it was enough to get me thinking about Divers and the kind of supernatural action I was hoping to capture. I opened a new document, and started pausing the videos every time I had a new thought to record or revision to make.

This wound up lasting about five hours.

At first, I was just writing down every supernatural combat ability I thought of (or saw in the videos) that might be worth including. This was very much an intuitive selection process- it could be any form of supernatural fighting ability, so long as it still "felt" like the person themselves was fighting. To put it another way: I wanted the kind of superhuman power that lets Spider-Man lift a car, rather than the kind that lets Superman lift a cruise ship into the stratosphere. The former act of "lifting" is closely related to what we do in reality, and thus resonates with us more deeply. Meanwhile, Superman's just floating in midair with his hands raised. The only way we can see that he's having to make an effort is when he wears a strained expression and starts to sweat; there's more of a spectacle, but less actual substance to his act of "lifting". This was the criteria I was using- that the act of using the supernatural power needed to be something I could still label as "fighting".

I then started focusing more on the actual interactions of these fights- identifying individual "actions" and "reactions" (He launched a bolt of energy, she negated it with a strike of her sword), noting whether these succeeded or failed (Her counter worked, so his attack didn't), and envisioning the parallel-universe scenarios that could occur where someone had chosen a different action or seen that action have a different outcome (She might have tried to dodge the attack, the energy bolt could have been too intense for her sword strike to nullify it, and so on). In other words, I was putting together a coherent view of the underlying "mechanics" for these fights; the parts of the underlying "system" that had the most direct connections to what was going on.

If D&D was somehow being made from scratch using this approach (as opposed to the system I'll eventually have for divers), the equivalent to this point would be a designer watching ren faire swordplay enthusiasts spar. He'd be conceiving each person as having a static value representing how effective their defense was, with their enemy making attempts (which might or might not succeed) to overcome this defense with their own offensive abilities. He'd also have the idea that attacks which did succeed would inflict injuries on the target with varying degrees of severity, and that the total "severity" of your injuries would eventually be enough that you'd stop fighting and die. These would be the very first details he'd come up with for the system- there'd still be a long ways to go before he'd reach clear framework these "attack roll" and "damage" mechanics would fit into, like "rounds" and "initiative". Right now he's just identifying elements of his perspective, the same way I'm coming up with concepts like "attacks" as these oncoming entities which you must choose how to react to.

Once he's identified enough of these potential actions, he can start to look for the underlying factors that dictate their results; the innate qualities that are relevant for both sides. In his case, he'd conclude that after training and experience are taken into account, the remaining factors can be summed up by three concepts of roughly equal value- Strength, Dexterity, and Constitution. Me? I've got some concepts of my own, but they're dealing with something a little trickier.

This was the last stage I reached with that 5-hour brainstorm; coming up with a set of scores whose concepts covered this spectrum of supernatural fighting abilities I'd laid out- with each getting an even share. Looking back, it was a rather deranged thing to do; I was setting aside the elements of these action sequences that you'd find in realistic fights, and trying to puzzle out the workings of what remained. Directors and animators and choreographers the world over had dreamed up these impossible acts; now I was trying to identify a shared internal logic that all this impossibility had managed to follow, allowing human beings to find these fantasies intuitive and believable.

In the end, I also came up with three scores- the working names were Power, Energy, and Control. Today, the best names I can offer are Intensity, Energy and Skill. We'll see if that's still the case when I get around to writing out these concept's explanations.

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Sunday, January 31, 2010

Divers: Concrete Explanation, Part 1

"...Okay, we've officially gone down far enough now."

Here's the actual nuts and bolts of the process of Diving, inasmuch as I've presently conceived it. Let's start by going over the various terms and concepts. . .

"Diver Level" is a metagame term describing how far any character can 'push' themselves downwards. In terms of game balance, the score representing your Diver Level plays a similar role to your character level in D&D, since being able to dive deeper means you can then work to further unlock your own powers.

"Depth Level" is another arbitrary metagame number, essentially a unit of measurement; if I describe how a character "dives from level 4 to level 5", it means about the same thing as saying that "the submersible dives from 40 fathoms to 50 fathoms". All human beings exist across all depth levels, but their presence is generally imperceptible unless they're presently on the same depth level as you (give or take). The exception to this is depth level 0, the "surface" that we all normally operate on.

"Inner Powers" are the first type of supernatural abilities divers gain while in the depths. These powers simply enhance what you can do with your own physical body- unnatural levels of speed and strength, as well as more unusual talents such being able to run up walls and casually balance on power lines. They never involve any visual "special effects", though there are certainly cases where the use of the power makes a pretty striking image in and of itself.

"Aura Powers" are the other type of supernatural abilities. Your "aura" is your personal supply of an energy/force that can be willed into being and manipulated to create various effects; some basic example would be creating a shield or launching section of your aura as projectiles directed towards your enemy. The raw form of one's aura and the ways it can be applied are unique to each diver; swirling red flames, interwoven bands of pure white light, a crackling mass of blue-tinged lightning- all are possible.

"Manifestation Types"
are the different ways one's aura can manifest. Most divers carry out most applications of their aura by projecting their aura as raw energy and then directing it. Common variants include being able summon specific items (such as a weapon) or even shadows with specific abilities and applications. Meanwhile, one of the rarer options (albeit one that's much more frequent with spirits) is the actual transformation of your physical form. Manifestation types provide some of the most clear-cut implications about a diver's inner nature and personality.

"Partial Submersion" is when you're diving while maintaining your awareness of the Surface, allowing you to simultaneously perceive and operate across depth levels. Partial submersion has several limits; you can't use aura powers, and your location and actions in the depths can't vary too much from that of your surface self (though the exact amount of leeway increases the deeper you go).

Dive Link:
The phenomenon that occurs when you are partially submersed and observing/being observed by someone who isn't fully submersed. The downwards 'push' you exert on yourself in order to dive is distributed evenly among you, and can be assisted or opposed by another diver who's a part of the link. An effort which would normally take you down to depth level 6 would take you and a second person down to level 3, three people (including yourself) down to level 2, or 4-6 people down to level 1. Take someone down far enough and they become fully submersed, breaking the dive link- though you can still hold them in place by more direct means. Many divers and spirits can establish a weaker form of dive link that lets them pull someone on a different depth towards them (i.e. it's a skill).

"Full Submersion" is when you're diving without bothering to "keep one hand on" your surface self (meaning that it falls unconscious). You can dive further downwards and freely travel to distant locations, while having full access to both types of powers. You operate on your current depth level only, rather than being able to perceive and affect things all the way back to the surface. Since you can't perceive people who aren't currently diving to the same level, you have to make educated guesses as to how the elements at your present depth are tied to situations on the surface.

"Borders" are points in a region's depths where the current level is separate from the one below it. They don't exist as any kind of physical barrier, but divers can sense when they're pressing against one. The depths on two sides of a border can be markedly different, rather than being a part of a gradual transformation. The challenge a border poses is determined by its depth and your Diver Level. At first they're hardly noticeable. Then they act like speed bumps- you have to pause for a moment to force your way past, but it takes no significant effort. Next, they're like hills- it does take effort to get across, and that effort is increased by the number of 'hills' and 'speed bumps' you've already forced yourself past. Eventually (say, 75% of your maximum depth at the deepest) you reach the point where your Diver Level isn't high enough to push yourself over border at your current depth. Fortunately, borders never completely separate two sections of a region's depths; there's always some common link connecting the two, letting you cross so long as you've worked out the conditions (which usually involve some key location).

Art Credits: Unknown.

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Saturday, January 30, 2010

Divers: Spirits

Some spirits are friendly. This probably isn't one of them.

Spirits and shadows have a good deal in common. Both can be found throughout the depths, and will generally be stronger and stronger the deeper you go. Key to their natures is the close bond both types of entities possess with the section of the depths in which they dwell; a connection that strengthens both sides, while allowing them to heavily influence one another. So what's the difference?

Shadows imitate human behavior; they're like echoes, or a reflection in the mirror. But Spirits are bona fide sentient beings- intelligent, with a decent amount of free will. And the reason for this is that all of them- from the pitch-black silhouette of a lost child to a wiseass talking crow to the twisted nightmare demon- used to be human.

When someone loses their connection to their surface body, they're effectively cast adrift through the depths. This can lead to them gravitating towards/"snagging onto" a given location and depth, becoming bound to that place. All fairly straightforward- the variety comes into play when you consider all the various ways that this severed connection can actually happen. A diver who pushed their range much too far or whose surface body is killed while they're submersed, a depth that acts like a trap for the hapless individuals who're drawn into it (usually with the assistance of other Spirits the depth has already generated), or even cases where a malevolent Diver deliberately subdues someone and then severs their connection (perhaps as a way of holding them hostage).

In terms of powers, Spirits and Divers are nearly identical- which makes sense, since the latter can easily become the former if they're not careful. There's two key differences. The first is that a Spirit is tethered to their location in the Depths, rather than having a the more flexible/elastic link to one's surface body. The second involves an important diver skill- that of that of 'channeling' the nature of your current environment on a temporary basis- with the corresponding risk that you'll get caught up in your assumed role. Similar tradeoff to going into a berserker rage in a fantasy rpg, but with a huge variety of situational benefits/drawbacks. Spirits channel the power of their location in the same way- but they can't turn it off. The resulting mutual influence is a battle of wills no one can hope who completely win; the best you can do is adapt, carving out a 'niche' for yourself that lets you fit into the Depth you're at without having to change too much.

Sometimes a Spirit didn't even have any prior diving experience. People who have near-death experiences seem to start to Dive during the process, and tend to be alot more likely to develop full-fledged Diver abilities later on (all it takes is one brush). There's a couple different theories explaining this and several other phenomena. One of the more commonly accepted ones among Divers is that when you die, your soul sinks through the depths like a rock- all the way down to whatever awaits at the bottom. Going off this theory, these people caught a snag on the way down- that and/or were the type to try and grab onto something as they passed.

Regardless of the precise metaphysical sequence of events, there's no question that these Spirits rarely retain their selves for very long. Since these people have no experience with the Depths, they usually have a pretty unstable reactions to their new circumstances, and can lose their humanity pretty quickly. Altruistic divers will generally try to help such spirits on their way- ideally a cooperative effort, but if they're too far gone the Diver will probably fall back on force to send the spirit on its way. It's what their old self would have wanted.

Of course, a responsible diver will have done their homework first. Just because a spirit's lost their connection to a body doesn't mean it's actually dead. The vast majority of coma patients are cases of this; if a diver can identify a spirit and track down their physical body, they can slowly push the spirit back down into it (over the course of several days), restoring them to their old selves. Of course, not all spirits will go along with this willingly. . .

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Friday, January 29, 2010

Divers: Shadows

I was originally going to try and review all the remaining disparate elements of Diver's concept that I'd come up in the initial brainstorm several months ago. But I've been building alot on the concept since then; this isn't to say that things are set in stone, but I do have a full post worth of info on each of the two main topics I haven't covered: Spirits and Shadows.

AS mentioned before, one of the fundamental principles of Divers is that the Depths are given form by the experiences humans have on the surace. Shadows, then, are formed by the parts of those experiences that consist of other people. Naturally, this means most shadows match the role most people play in the experience we're having at any given moment- a part of the background that we're not really focusing on. As such, when you're not deliberately focusing on them, their presence hardly registers- the same way you maintain a token awareness of someone in the same room of you, without taking the time to consciously keep an eye on them. They can often make passable small talk, though it'll be difficult to recall substantive detail regarding how they looked or what exactly they said.

When faced with a situation that doesn't fit within the patterns of interaction that spawned them, shadows might adopt the closest behavior- if two Divers do battle in the depths of a city block that was recently the site of a violent protest crackdown, the resident shadows might react to the destruction as though they were riot police. Most of the time, though, any close interaction with a shadow will cause them to waver and disappear. They're not sentient; just vague composites of similar memories.

Of course, that doesn't mean a diver takes shadows lightly. As you dive deeper, the number of shadows will usually diminish; but those that remain tend to have much stronger presences. These shadows are intricately connected to the nature of their location, and in many cases will respond fiercely if provoked. The patterns of interaction they represent are much more significant- a beloved child, an abusive partner, a trusted friend. Strong instances of bonds like these tend to plant the seeds for a corresponding shadow; that 'echo' then feeds back into similar bonds over the months and years, a mutual influence that refines the shadow into a stronger form which emphasizes parallel aspects of all the surface bonds it's resonated with- in other words, a transformation from specific memory to a universal archetype.

Though they'll readily describe it as playing with fire, many experienced divers regularly interact with shadows as a way of investigating a given location's depths. If you've done your research right, you might be able prod them into providing you with re-enactments of critical, formative moments in that location's history. If not. . .the event you pegged as the birth of a trend might turn out to be a part of something much bigger, triggering a response far beyond anything you were ready for. And there's an even bigger threat- that seemingly-normal shadows may be under the influence of something more sinister, perhaps even something with a definite mind of its own. . .

As how you tell whether you're looking at shadows or something more real, why, that's so obvious it hardly bears mentioning. You will never see a shadow's eyes. Perhaps they're turned away, perhaps they have their hood up, perhaps they just wear dark sunglasses. There are even some areas where the shadows have black censor bars appearing over their eyes. No one's quite sure why.

Art by Manamaraya.

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Thursday, January 28, 2010

One of those more depressing brainstorms.


Today, a team of scientists announces they have figured out a way to reincarnate yourself. The process, which costs about as much as a series of expensive surgeries, "transfers" your brain into a fetus that's still in the womb (killing your old body). Ten years later your consciousness emerges from dormancy, as the child hits puberty and its brain develops to the point where it can support you. One moment you're in a lab with wires hooked up to your head, the next thing you know it's a decade later and you're in the body of a nine-year-old. Amazing!

Of course, you just 'overwrote' the child who was using this body up until now. And no, they can't be kept in a coma their whole lives, that'd cripple their mental and physical development to the point where your consciousness would never emerge.

In other words, humanity just rendered immortality possible, and all it requires is the death of a child. What effect does this have on society? What's the world going to be like in 50 years?

This is just one of those open-ended brainstorms, where I focus on seeing where the idea naturally leads rather than trying to push it in a certain direction. Still, it's not hard to see how things would go. There'd be a lot of countries which outlawed the procedure and consigned all reincarnated individuals to a quick execution. Others would be more. . .flexible, perhaps even allowing it so long as one had obtained the mother's consent.

Regardless of their official laws on the matter, every nation would likely have a thriving illegal market for the procedure. It's a matter of human weakness. Say you find out tomorrow that you have a terminal illness- you have about a month.

Someone approaches you and discreetly offers you the reincarnation procedure. The price is simple: You will all your assets to a certain charity, i.e. to them.

They don't expect an immediate response. They'll wait. You can signal that you want to do it at any time; or you can die.

Will your convictions hold?

That's how you end up with a world that has the horror of foster parents realizing that their child is no longer their child. Where children secretly worry that their minds are time bombs, that sometime around the age of 9 they'll go to sleep one night and never wake up.

You have a world a reincarnated individual's first act being to read a letter under the pillow they were sleeping on- a letter addressed to "the new me", asking them to please take care of the child's dog and to be nice to his little sister.

If I'm tying this back to a premise for roleplaying game, the "light" option is to simply have it be one particularly bleak facet of a cyberpunk setting- the sort of thing that might be investigated by Ghost In The Shell's Section 9.

The "heavy" option. . .well, one particular scenario comes to mind. You're a part of a terrorist organization that assassinates reincarnated individuals, as well as abducting "eggs" and crippling their hormonal development so that that they never 'hatch'- the child will live to about 25 on average, but that's much better than dying at 9, right?

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Wednesday, January 27, 2010

Campaign Premise: Demon Blades


Another case of /tg/ discussions inspiring something interesting. The original subject was an order of knights that fought demons by pairing themselves with demon-infused items. No details were given beyond this; one of the subsequent ideas that quickly came up was that this was actually a way for demons to gain sanctuary, since Hell isn't exactly a fun place for them to be in either. My reaction was to expand on the idea using cues from the Soul Eater anime/manga series (whose protagonists wield partners that can turn into weapons).

The ritual itself is simple; you put out the call, and a demon who chooses to answer you is summoned. If willing, said demon can then be converted into a weapon, while retaining their consciousness and an awareness of their surroundings (including an ability to sense other demonic presences). The weapons they form negate virtually all forms of damage reduction and regeneration (or the setting's equivalent), making them great for monster hunting. In addition, they enhance the wielder's physical prowess (speed, grace and/or strength, distribution varying with each weapon) to a degree that corresponds to the bond between demon and wielder.

This bond is achieved through intimate mental interaction- I'm not saying the process is somehow sexual, there's just nothing more 'intimate' than directly interfacing with someone else's head. It would be both melodramatic and a terrible understatement to call this a 'battle of wills'- two vastly different minds must reconcile their differences, with each picking apart the flaws that lurk in the blind spots of the other's personality/ worldview, a process that no personality can escape wholly unscathed. Every demon that undergoes this process is humanized to some degree, and every human gains a new outlook on life that has a decidedly ruthless edge.

In the end, to have derive power from their bond, a wielder and weaponized demon must trust each other. They must reach some kind of understanding, one where each has no quarrel with the other, nor hides any secrets beyond those the other knows of and allows their partner to keep.

The tricky thing is that not all demons who participate in this process seek redemption. Yes, any demon who participates in such an arrangement is branded as a traitor throughout Hell, an outcast any other demon may freely rend to pieces. But if they gain enough power through the bond- a bond which tolerates no deception, but can be used to twist a mortal to their way of thinking. . .

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