update from sparkleup

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Madison Scott-Clary 2023-05-11 14:20:06 -07:00
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The Post-Self universe is an open setting for exploring the ramifications of being able to create copies of oneself, of what it means to undergo individuation, of what it means to let memories build up and up and up within oneself. This game comes as an extra funded by the *Mitzvot* Kickstarter backers.
## About the TTRPG
The idea for the *Post-Self* setting began all the way back in 2016. "Plz upload me," I wrote. "Zero pressure. Seriously, how cool would that be! Multithreaded! Distributed! Infinitely useful!"
A wider discussion ensued with others contributing, raising questions such as:
@ -61,11 +59,6 @@ An instance may *quit*. When they do so, their memories are provided to their *d
The greater the individuation between and up- and down-tree instance, the greater the chance for *conflicts*. These occur when memories don't line up---that is, the experiences may be of the same event, but the conclusions drawn from the event may be different. As time goes on, individuation will affect the entire personality of an individual, as personality is built in part atop memories. Cocladists who have diverged by decades or centuries may find such merges incredibly difficult.
<figure style="text-align: center;">
<img src="/img/dear-fork.png"/>
<figcaption style="font-size: 60%; opacity: 0.8;">There isn't really a visual indication of forking, Dear's just special.</figcaption>
</figure>
Forking incurs a reputation cost. This is tied to available capacity on the System, and as capacity grows, the cost of forking decreases, to the point where, in the 2300s, it's negligible. This cost is incurred after five minutes of forking or as soon as that instance forks, whichever comes first. The new instance begins with reputation equal to the cost of forking, though transferring reputation within a clade is possible. Several other things such as information production and exchange, sim creation, and some experiences can lead to reputation exchange.
The *root instance* of an individual will find it very difficult to quit as, to quote May Then My Name Die With Me of the Ode clade, "the System is not built for death". This applies to their *up-tree* instances as well; it is easier to quit the shorter one has been around or if a newer up-tree instance exists (for instance, if Jace Doe#Tracker forks into Jace Doe#1234abc, #Tracker may quit easily right away, though it will get steadily more difficult as #1234abc individuates; similarly, if #1234abc forks into Jace Doe#5678def and #5678def individuates long enough, #1234abc will find it difficult to quit).
@ -273,6 +266,8 @@ Savvy
* How well do I know how to lock down access to a sim or set permissions on a cone of silence?
* How easily do I use my intent to move around the System, create objects, and interact with the reputation market?
Keep in mind, though, that a higher *Savvy* makes your sanity all that much more fragile.
When creating a character, each player can assign the following modifiers: +2, +1, +1, 0, -1. These modifiers are added to a roll that uses that stat. Rolling for a stat involves rolling two six-sided dice, and the results determine what happens next:
* *1--6* --- The MC makes a hard move against the character. They may still succeed at their task, but in a way that actually works against their goal, or something bad might happen when they fail.
@ -370,8 +365,22 @@ Dispersionista
## Preparing to play
Overview:
* Choose your name and describe yourself
* Choose your virtues
* Choose your stats, dissolution strategy, and leverages
* Set your starting reputation and sanity
* Choose your moves
### Your story
* When did you upload and why?
* Where do you live?
* What interests have you picked up since uploading?
* How have you gained your reputation?
* How do you know the other characters?
### Creating characters
Hand each player a character sheet. It should have the stat names listed, including the relationship stat. It should have a description of how the relationship stat goes up and down over the course of the game.
@ -448,7 +457,7 @@ as a basic move using [stat].
* When you do [specialty], mark XP.
* Add +1 to [stat].
##### Forking and quitting
#### Forking and quitting
An integral part of life on the System is forking, where individuals may create a copy of themselves, whether for a task or to live out on their own. Optionally, that fork may *quit* and *merge* back down, wherein the initial individual (known as the *downtree instance*) receives all of their memories.
@ -474,20 +483,20 @@ After the early 2200s, forking on the System is essentially free, incurring only
((MC moves, high sanity = positive modifier, low sanity = negative modifier))
##### The Perisystem Architecture
#### The Perisystem Architecture
##### Overflowing with memory
#### Overflowing with memory
##### The shared dream
#### The shared dream
##### Sensorium messages
#### Sensorium messages
#### Tracking resources
* Sanity
* Reputation
#### Dealing and taking harm
#### Harm and sanity
#### Taken out of action