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<div class="toc">
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<ul>
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<li><a href="#about-post-self">About Post-Self</a></li>
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<li><a href="#about-the-ttrpg">About the TTRPG</a></li>
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<li><a href="#about-the-post-self-universe">About the Post-Self universe</a><ul>
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<li><a href="#sensoria">Sensoria</a></li>
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<li><a href="#sims">Sims</a></li>
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</ul>
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</li>
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<li><a href="#players">Players</a><ul>
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<li><a href="#player-moves">Player moves</a><ul>
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<li><a href="#player-moves">Player moves</a></li>
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<li><a href="#forking-and-quitting">Forking and quitting</a></li>
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<li><a href="#the-perisystem-architecture_1">The Perisystem Architecture</a></li>
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<li><a href="#overflowing-with-memory">Overflowing with memory</a></li>
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<li><a href="#the-shared-dream_1">The shared dream</a></li>
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<li><a href="#sensorium-messages">Sensorium messages</a></li>
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</ul>
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</li>
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<li><a href="#tracking-resources">Tracking resources</a></li>
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<li><a href="#dealing-and-taking-harm">Dealing and taking harm</a></li>
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<li><a href="#harm-and-sanity">Harm and sanity</a></li>
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<li><a href="#taken-out-of-action">Taken out of action</a></li>
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</ul>
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</li>
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<li>Given the ability to create a full copy of yourself—down to every single one of those memories—to do as they will, to individuate and live out their own forever lives, or merge back down and meld their memories with your own, what paths do you take?</li>
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</ul>
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<p>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 <em>Mitzvot</em> Kickstarter backers.</p>
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<h2 id="about-the-ttrpg">About the TTRPG</h2>
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<p>The idea for the <em>Post-Self</em> 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!”</p>
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<p>A wider discussion ensued with others contributing, raising questions such as:</p>
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<ul>
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<p>Introduced almost by accident, the concept of forking allows one to create a new <em>instance</em> of oneself. This copy is completely identical, but as soon as they’re created and their experiences begin to differ, that instance starts to undergo the process of <em>individuation</em>. They form their own memories, and their experience of the world is colored by those memories.</p>
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<p>An instance may <em>quit</em>. When they do so, their memories are provided to their <em>down-tree</em> instance to remember or not in a process called <em>merging</em>. A merge may be wholesale (sometimes described as <em>blithe</em>) or <em>cherrypicked</em>, wherein the down-tree instance is able to choose some of the memories but not others in a labor-intensive process. After the mid 2100s, instances which are quitting may attach a priority to the merge. A high priority will be felt by the down-tree instance as a greater pressure, perhaps with a kick of adrenaline, while a lower priority merge will be felt as optional. A merge with explicitly no priority will not be offered to the down-tree instance.</p>
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<p>The greater the individuation between and up- and down-tree instance, the greater the chance for <em>conflicts</em>. 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.</p>
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<figure style="text-align: center;">
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<img src="/img/dear-fork.png"/>
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<figcaption style="font-size: 60%; opacity: 0.8;">There isn't really a visual indication of forking, Dear's just special.</figcaption>
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</figure>
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<p>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.</p>
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<p>The <em>root instance</em> 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 <em>up-tree</em> 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).</p>
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<p>Groups of instances forked from a single individual are known as <em>clades</em>. Although these are all highly unique, the oh-so-human need to bucketize the world into useful categories has led to three general strategies:</p>
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<li>How well do I know how to lock down access to a sim or set permissions on a cone of silence?</li>
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<li>How easily do I use my intent to move around the System, create objects, and interact with the reputation market?</li>
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</ul>
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<p>Keep in mind, though, that a higher <em>Savvy</em> makes your sanity all that much more fragile.</p>
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</dd>
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</dl>
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<p>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:</p>
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</dl>
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<h3 id="character-sheets">Character sheets</h3>
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<h2 id="preparing-to-play">Preparing to play</h2>
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<p>Overview:</p>
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<ul>
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<li>Choose your name and describe yourself</li>
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<li>Choose your virtues</li>
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<li>Choose your stats, dissolution strategy, and leverages</li>
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<li>Set your starting reputation and sanity</li>
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<li>Choose your moves</li>
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</ul>
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<h3 id="your-story">Your story</h3>
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<ul>
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<li>When did you upload and why?</li>
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<li>Where do you live?</li>
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<li>What interests have you picked up since uploading?</li>
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<li>How have you gained your reputation?</li>
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<li>How do you know the other characters?</li>
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</ul>
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<h3 id="creating-characters">Creating characters</h3>
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<p>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.</p>
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<p>Place the character concepts in the middle of the table. Talk about what they might mean and why they might be cool. Have everyone pick one and fasten it to their character sheet (in the concept box) using a paper clip.</p>
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<li>When you do [specialty], mark XP.</li>
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<li>Add +1 to [stat].</li>
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</ul>
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<h5 id="forking-and-quitting">Forking and quitting</h5>
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<h4 id="forking-and-quitting">Forking and quitting</h4>
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<p>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 <em>quit</em> and <em>merge</em> back down, wherein the initial individual (known as the <em>downtree instance</em>) receives all of their memories.</p>
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<p>Given the importance of being able to fork, this can play a large role in gameplay, and some players, depending on their <em>dissolution strategy</em>, may fork quite often.</p>
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<p>After the early 2200s, forking on the System is essentially free, incurring only a small <em>reputation</em> cost. However, the dissolution strategy plays a role in one’s ability to fork and merge.</p>
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<p>((Sanity cost))</p>
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<p>((Other players’ influence, helping with sanity, reacting to forking and merging, etc))</p>
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<p>((MC moves, high sanity = positive modifier, low sanity = negative modifier))</p>
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<h5 id="the-perisystem-architecture_1">The Perisystem Architecture</h5>
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<h5 id="overflowing-with-memory">Overflowing with memory</h5>
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<h5 id="the-shared-dream_1">The shared dream</h5>
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<h5 id="sensorium-messages">Sensorium messages</h5>
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<h4 id="the-perisystem-architecture_1">The Perisystem Architecture</h4>
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<h4 id="overflowing-with-memory">Overflowing with memory</h4>
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<h4 id="the-shared-dream_1">The shared dream</h4>
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<h4 id="sensorium-messages">Sensorium messages</h4>
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<h4 id="tracking-resources">Tracking resources</h4>
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<ul>
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<li>Sanity</li>
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<li>Reputation</li>
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</ul>
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<h4 id="dealing-and-taking-harm">Dealing and taking harm</h4>
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<h4 id="harm-and-sanity">Harm and sanity</h4>
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<h4 id="taken-out-of-action">Taken out of action</h4>
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<h3 id="carrying-forward">Carrying forward</h3>
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<h3 id="tracking-experience-and-leverage">Tracking experience and <em>Leverage</em></h3>
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<p>As such, I freely invite you to share! If your story takes off, feel free to post about it, share actual plays, write up your plots into stories and modules! Hell, even if you don’t want to share it far and wide, I would love to hear what you come up with; feel free to <a href="https://makyo.is">drop me a line</a>. If you’re particularly proud of what you’ve done and are open to others experiencing it, I’m plenty happy to post your contributions as part of the ‘canon’, such as it is. Modules and RPG plots will be posted on <a href="https://rpg.post-self.ink">rpg.post-self.ink</a> and stories on the Extra Stories section of <a href="https://post-self.ink/extras/">post-self.ink</a>.</p>
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</article>
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<footer>
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<p>Page generated on 2023-05-10</p>
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<p>Page generated on 2023-05-11</p>
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</footer>
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</main>
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