update from sparkleup
This commit is contained in:
parent
425e245f44
commit
3b58d3dc73
|
@ -148,15 +148,15 @@
|
|||
<p>TODO</p>
|
||||
<h2 id="sims">Sims</h2>
|
||||
<p>Locations in the System are known as sims, an artifact from the pre-System ‘net days. Sims may be public or private. Public sims are usually open to anyone and can be accessed by querying the perisystem architecture for their <em>tags</em> (e.g: Josephine’s#aaca9bb9).</p>
|
||||
<p>Private sims are generally owned by a single individual, clade, or family. These sims generally have much more restrictive <em>ACLs</em> (from ‘access control lists’, but now generally used to refer to fine-grained permissions) which can limit who may enter, whether or not the location is visible to others, who in the sim may create new objects, modify boundaries, and so on. The owners have full ACLs, including the ability to grant others owner status and rescind their own (though every sim must have at least one owner).</p>
|
||||
<p>Private sims are generally owned by a single individual, clade, or family. These sims tend to have much more restrictive <em>ACLs</em> (from ‘access control lists’, but now generally used to refer to fine-grained permissions) which can limit who may enter, whether or not the location is visible to others, who in the sim may create new objects, modify boundaries, and so on. The owners have full ACLs, including the ability to grant others owner status and rescind their own (though every sim must have at least one owner).</p>
|
||||
<h2 id="forking-and-merging-individuation-and-clades">Forking and merging, individuation, and clades</h2>
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
<p>The greater the individuation between and up- an 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>
|
||||
<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 itself 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>
|
||||
<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>
|
||||
<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>
|
||||
<p><strong>Taskers</strong> fork infrequently and only ever for short-lived tasks, choosing to remain primarily a clade of one. <em>Example:</em> Tycho Brahe (from <em>Nevi’im</em>) is a tasker who forks so rarely he has a lot of trouble even managing it. Merging back down to his #Core proves difficult.</p>
|
||||
<p><strong>Taskers</strong> fork infrequently and only ever for short-lived tasks, choosing to remain primarily a clade of one. <em>Example:</em> Tycho Brahe (from <em>Nevi’im</em>) is a tasker who forks so rarely he has a lot of trouble even managing to do so. Merging back down to his #Core proves difficult.</p>
|
||||
<p>Relying more heavily on forks to accomplish tasks, <strong>trackers</strong> may keep instances around for months or years, and sometimes more than one at a time. However, these instances tend to retain a strong sense of identity with their root instance and will almost always merge back down. <em>Example:</em> Ioan Bălan, as a tracker, forks quite often for eir work, but those forks tend to be associated with projects and, on completion, will merge back down into eir #Tracker instance (with a few notable exceptions: Codrin Bălan individuated enough to become eir own person, and Sorina Bălan forced her own individuation to leave memories behind as best she could).</p>
|
||||
<p><strong>Dispersionistas</strong> don’t give a fuck. They fork at need and those forks may quit, may retain some sense of their identity, or may individuate and become their own individuals down the line. <em>Example:</em> Michelle Hadje founded the Ode clade, which nominally has 100 members, but they’re not super strict about it and many have long-lived instances they don’t really talk about.</p>
|
||||
<p>Clades can form quasi-familial units or not even really talk to each other; it’s really up to the individual. There’s a mild taboo against relationships between <em>cocladists</em>, though the greater they have differentiated, the less that seems to be an issue. While one can rescind one’s membership in a clade, this is similar to distancing oneself from one’s family: your down-tree instance is still your down-tree instance.</p>
|
||||
|
@ -165,12 +165,12 @@
|
|||
<p>“Cost”, though? Why would such a thing even exist in such a world?</p>
|
||||
<p>Before this rapid expansion of technology, the trend was headed in the opposite direction, with usage increasing faster than capacity. In order to keep the System running smoothly after the advent of forking, a <em>reputation market</em> was set up. One gains reputation (denoted Ŕ) by a variety of means, from creating new objects, sims, or content to interacting with others. One spends reputation on acquiring copies of such items or by forking.</p>
|
||||
<p>These processes are largely transparent (as is the market itself; anyone can check anyone else’s reputation via the perisystem architecture), with denizens largely acting on instinct. As with many sys-side activities, things such as forking and acquiring sims or objects are a matter of projecting one’s intent to do so. Should one have enough reputation for that, that intent feels very real and forking or purchasing eminently feasible. However, without enough reputation, one would feel that such an intent just…wasn’t possible.</p>
|
||||
<p>As such, few think about the reputation market all that much after about 2220, with a massive wave of reforms to the reputation market hitting at the centennial Secession day in 2221 that essentially obviated it for most individuals.</p>
|
||||
<p>As such, few think about the reputation market all that much after about 2220 This coincided with a massive wave of reforms to the reputation market hitting at the centennial Secession day in 2225 that essentially obviated it for most individuals.</p>
|
||||
<h2 id="eternal-memory">Eternal memory</h2>
|
||||
<p>TODO</p>
|
||||
<h2 id="the-perisystem-architecture">The perisystem architecture</h2>
|
||||
<p>The perisystem architecture is the conceptual foam of computer-stuff in which individuals reside and items such as sims, food, very nice fountain pens, and very fine paper exist. However, it also contains large amounts of information in the form of books, the reputation market, and various information feeds.</p>
|
||||
<p>Some maintenance of the perisystem architecture is required, usually by engineers both sys-side and phys-side. In the instance of the two launch vehicles, for instance, PA engineers managed the DMZ later called Convergence</p>
|
||||
<p>Some maintenance of the perisystem architecture is required, usually by engineers both sys-side and phys-side. In the instance of the two launch vehicles, for instance, PA engineers managed the DMZ. On Castor, this area was later called Convergence</p>
|
||||
<h1 id="playing-the-game">Playing the game</h1>
|
||||
<p><em>Post-Self</em> is a tabletop role playing game powered by The Apocalypse, a lightweight framework for RPGs.</p>
|
||||
<h2 id="mc-and-players">MC and players</h2>
|
||||
|
@ -218,10 +218,10 @@
|
|||
<ul>
|
||||
<li><em>Hope</em> — Another character (player or non) is incredibly pessimistic and defeatist. They give up easily and discount the positive whenever they can. How badly does that rankle? Does it lead to fights?</li>
|
||||
<li><em>Faith</em> — Another character with whom this character has a very close relationship does something that violates their trust. Does that crush them? Does hate start to build?</li>
|
||||
<li><em>Life</em> — Another character firmly believes that something this character loves doing is wrong and must be stopped. How jealously do they guard their right to continue? How far will they go to fight that belief?</li>
|
||||
<li><em>Life</em> — Another character firmly believes that something this character loves doing is wrong and must be stopped. How jealously do they guard their right to continue? How far will they go to fight that other character’s belief?</li>
|
||||
<li><em>Love</em> — Another character finds love silly. Friendships? A waste of time; they come and go and everyone always leaves. How does this character react to such apathy? Do they try to win them over or distance themselves?</li>
|
||||
</ul>
|
||||
<p>Virtues are used when rolling <em>Leverage</em>, so you’ll learn more about that in the next section! Each player should write each of their character’s virtues on a separate index card along with some examples when happens when an interaction aligns with that virtue or works against it. Their two open virtues should be placed upright so that others can see them when needed, but their secret virtue should be placed face down.</p>
|
||||
<p>Virtues are used when rolling <em>Leverage</em>, so you’ll learn more about that in the next section! Each player should write each of their character’s virtues on a separate index card along with some examples of what happens when an interaction aligns with that virtue or works against it. Their two open virtues should be placed upright so that others can see them when needed, but their secret virtue should be placed face down.</p>
|
||||
<p><strong>Examples:</strong></p>
|
||||
<dl>
|
||||
<dt>Rareș</dt>
|
||||
|
@ -231,12 +231,12 @@
|
|||
<ul>
|
||||
<li><em>Fortitude</em> — Doru holds up well under pressure. He can withstand interrogation, won’t quit or run away from problems, and will power through unpleasant tasks. He expects others will do the same.</li>
|
||||
<li><em>Steadfastness</em> — He’s honest and holds to his ideals at whatever cost (whether or not they’re these three virtues). He likes people who have goals and work to improve.</li>
|
||||
<li><em>Family</em> — Doru lost his family prior to uploading, and so his goal has always been to find those who uploaded and, if he can’t to build a new family. He likes those who treat him like a son, a father, or a brother.</li>
|
||||
<li><em>Family</em> — Doru lost his family prior to uploading, and so his goal has always been to find those who uploaded and, if he can’t, to build a new family. He likes those who treat him like a son, a father, or a brother.</li>
|
||||
</ul>
|
||||
<p>Unfortunately, not every interaction will align with these virtues. These are some of the problems these virtues can cause:</p>
|
||||
<ul>
|
||||
<li><em>Fortitude</em> — When someone quits easily, Doru has a hard time not looking down on them.</li>
|
||||
<li><em>Steadfastness</em> — When someone is aimless, static, or even just happy as they are without changing as a thing, it grates on Doru’s nerves.</li>
|
||||
<li><em>Steadfastness</em> — When someone is aimless, static, or even just happy as they are without changing a thing, it grates on Doru’s nerves.</li>
|
||||
<li><em>Family</em> — When someone leaves Doru or those he considers family behind or neglects their part of a relationship, Doru has a hard time connecting with them.</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
@ -265,7 +265,7 @@
|
|||
<p><em>Calculating</em> is the stat that deals with intellect and the mind. Think of these questions when it comes to your <em>Calculating</em> rolls:</p>
|
||||
<ul>
|
||||
<li>How do I know where to look?</li>
|
||||
<li>What can I glean from how someone is acting or what the subtext is of they’re saying?</li>
|
||||
<li>What can I glean from how someone is acting or what the subtext is of what they’re saying?</li>
|
||||
<li>How quickly do I think on my feet?</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
@ -323,7 +323,7 @@
|
|||
<ul>
|
||||
<li><em>1–6</em> — 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.</li>
|
||||
<li><em>7–9</em> — The roll succeeds, but the MC makes a regular move against the character. They may succeed at their goal, but it comes with a twist that may change future outcomes.</li>
|
||||
<li><em>10–12</em> — The roll just plain succeeds, and the character does whatever they wished to do.</li>
|
||||
<li><em>10–12</em> — The roll just plain succeeds, and the character does whatever it was that they wished to do.</li>
|
||||
</ul>
|
||||
<p>The set of steps for a test is as follows:</p>
|
||||
<ol>
|
||||
|
@ -350,7 +350,7 @@
|
|||
<blockquote>
|
||||
<p>Doru has to convince Jonathan, an NPC, to come with the party. Rareș describes this as follows: “He looks the guy in the eye and says, “Look. I want to get to the top, you want to get to the top, and what better way than to work together? Come on, these guys are cool, I can vouch.”” The MC asks Rareș to roll <em>Canny</em>, so he rolls 2d6+0 for a total of 6.</p>
|
||||
<p>“Oof, okay,” the MC says. “Well, Jonathan holds Doru’s gaze levelly for a very uncomfortable ten seconds, then laughs in his face. “You’ve got to be kidding me,” he says. “These guys? You’re a musclebound trashdweller, and you’ve got the twit who looks like he couldn’t lift a bottle unless it was full of milk and the lady who will, what, seduce me? Good fucking luck.” He looks up to the ceiling, clearly sending a sensorium message of some kind. What does Doru do?”</p>
|
||||
<p>Rareș groans and nods. “Damn. Well, Doru grits his teeth and clenches his fists. He just stands stock still and looks up, clearly counting to so he doesn’t blow up at the guy. Finally, he nods stiffly to Jonathan and walks away. He was very careful not to punch him in the nose.”</p>
|
||||
<p>Rareș groans and nods. “Damn. Well, Doru grits his teeth and clenches his fists. He just stands stock still and looks up, clearly counting to ten so he doesn’t blow up at the guy. Finally, he nods stiffly to Jonathan and walks away. He was very careful not to punch him in the nose.”</p>
|
||||
<p>“Alright,” the MC says. “Jonathan’s out of reach for you all, now, and so are all his friends. They’ll laugh you out of town if you so much as look at them.”</p>
|
||||
</blockquote>
|
||||
</dd>
|
||||
|
@ -366,7 +366,7 @@
|
|||
</ul>
|
||||
<p>Here’s an example:</p>
|
||||
<blockquote>
|
||||
<p>JC has struck up a conversation with the NPC who only gives their name as ‘Q’ in line at a coffee shop. Just, you know, about the merits of coffee over tea. The goal? No less than turning that conversation into a date. It promises to be <em>really</em> cute. “Ey smiles super earnestly,” Avery says. “Like, they’ve got the charm turned way up, now. “Hey, thanks for letting me borrow some of your time. Mind if we continue it at a table, though? Even if it’s just a fork, I mean…”” They roll 2d6+2 for <em>Canny</em> and get a 6 on the dice for an 8 total. The MC gets to make a regular move.</p>
|
||||
<p>JC has struck up a conversation with the NPC who only gives their name as ‘Q’ in line at a coffee shop. Just, you know, about the merits of coffee over tea. The goal? No less than turning that conversation into a date. It promises to be <em>really</em> cute. “Ey smiles super earnestly,” Avery says. “Like, ey’s got the charm turned way up, now. “Hey, thanks for letting me borrow some of your time. Mind if we continue it at a table, though? Even if it’s just a fork, I mean…”” They roll 2d6+2 for <em>Canny</em> and get a 6 on the dice for an 8 total. The MC gets to make a regular move.</p>
|
||||
<p>“Q blinks and looks confused,” the MC says. “”I mean, I am happy to keep talking tea with you. You have to promise to give it a fair shot, though.” They don’t seem to have picked up on the ‘date’ part of this, but if you can stomach some tea…”</p>
|
||||
<p>Avery laughs. “Fine, fine. JC winks and says, “Deal. Next time we try some coffee, though.”“</p>
|
||||
<p>The MC replies, “Oh, so you’re going to try and sneak in another little hint? Okay. Q doesn’t quite pick up on that in terms of a date, but does nod. They look very serious. “I will try your coffee tomorrow, yes.” You don’t necessarily get the romantic date you were hoping for, but you do at least get another chance to meet with them.”</p>
|
||||
|
@ -375,7 +375,7 @@
|
|||
</dl>
|
||||
<h3 id="the-leverage-stat">The Leverage stat</h3>
|
||||
<p><em>Leverage</em> is a unique stat that specifically deals with interacting with another character, player or non. Are you helping someone? Trying to stop them? These are the two main situations when you will roll <em>Leverage</em>. Every character has a different leverage score for every other player character and any NPCs added to the party, which are noted on the character sheet.</p>
|
||||
<p>While the other stats are set at the beginning of the game and don’t change, <em>Leverage</em> changes as your relationships with other characters change. Every time a player has their character interact with yours and do something that strongly aligns with their virtue, they may increase their <em>Leverage</em> for that character by 1 (max of +3). If that character does something in an interaction that really doesn’t jive with a virtue, they may decrease their <em>Leverage</em> for that character by 1 (max of -3).</p>
|
||||
<p>While the other stats are set at the beginning of the game and don’t change, <em>Leverage</em> changes as your relationships with other characters change. Every time a player has their character interact with yours and do something that strongly aligns with their virtue, they may increase their <em>Leverage</em> for that character by 1 (max of +3). If that character does something in an interaction that really doesn’t jive with a virtue, they may decrease their <em>Leverage</em> for that character by 1 (minimum of -3).</p>
|
||||
<p><em>Leverage</em> determines how characters can help or hinder others, whether the others are player characters or NPCs. For those other characters that one has a positive relationship with, helping or hindering them will be much more likely to be successful than not.</p>
|
||||
<p><strong>Note:</strong> Hindering need not be a negative thing! For instance, if your friend in game is about to do something <em>incredibly</em> stupid, you may want to maybe, you know…stop them. Friends don’t let friends talk themselves into a fight.</p>
|
||||
<p>Testing <em>Leverage</em> is similar to testing any other stat:</p>
|
||||
|
@ -383,7 +383,7 @@
|
|||
<li>The player decides they want to make a move to help or hinder another character.</li>
|
||||
<li>They roll 2d6+<em>Leverage</em>. If they’re helping or hindering another player character, they also subtract 2.</li>
|
||||
<li>After the player rolls their dice and calculates the result, the MC describes what happens and asks the player, “What do you do?”</li>
|
||||
<li>After the player finishes describing their action, the MC describes the result. As above, 10–12 is a success; on a 7–9, the MC makes a move against the player; and on a 1–6, the MC makes a hard move against the character.</li>
|
||||
<li>After the player finishes describing their action, the MC describes the result. As above, 10–12 is a success; on a 7–9, the MC makes a move against the character; and on a 1–6, the MC makes a hard move against the character.</li>
|
||||
</ol>
|
||||
<p><strong>Examples</strong></p>
|
||||
<dl>
|
||||
|
@ -397,17 +397,17 @@
|
|||
<dl>
|
||||
<dt>Tasker</dt>
|
||||
<dd>
|
||||
<p>Taskers fork the least, and are thus both less used to the whole process and more likely to maintain <em>Sanity</em> throughout. It’s uncomfortable. The mechanics for this are that, when one rolls to fork or merge, you subtract 1 from your <em>Savvy</em> modifier. If you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> of <em>Savvy</em> (or zero, if that number is negative).</p>
|
||||
<p>Taskers fork the least, and are thus both less used to the whole process and more likely to maintain <em>Sanity</em> throughout. It’s uncomfortable. The mechanics for this are that, when one rolls to fork or merge, you subtract 1 from your <em>Savvy</em> modifier. If you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> or <em>Savvy</em> (or zero, if that number is negative).</p>
|
||||
<p>For instance, if your <em>Savvy</em> modifier is +1 and you fail a roll on forking, you may still succeed at forking, but at the cost of 1 point of <em>Sanity</em>.</p>
|
||||
</dd>
|
||||
<dt>Tracker</dt>
|
||||
<dd>
|
||||
<p>Trackers fork more often and their instances tend to linger for longer, tracking a project from start to finish rather than just working to complete one single task. This leads to the mechanic of, when forking or merging, you simply use your <em>Savvy</em> modifier flat; there’s no bonus or hit to it. If you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> of <em>Savvy</em>+1.</p>
|
||||
<p>Trackers fork more often and their instances tend to linger for longer, following a project from start to finish rather than just working to complete one single task. If your character is a tracker, simply use your <em>Savvy</em> modifier flat when forking or merging; there’s no bonus or hit to it. If you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> or <em>Savvy</em>+1.</p>
|
||||
<p>For instance, if your <em>Savvy</em> modifier is +1 and you fail a roll on forking, you may still succeed at forking, but at the cost of 2 points of <em>Sanity</em>.</p>
|
||||
</dd>
|
||||
<dt>Dispersionista</dt>
|
||||
<dd>
|
||||
<p>Dispersionistas fork more than anyone. They fork for fun! They fork because they’re excited! Damn the consequences, they’re gonna fork and ain’t no one gonna stop them. The mechanic for this is that, when it comes to forking and merging, they get a bonus of +1 to <em>Savvy</em>. However, the higher your success, the further the fall, so if you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> of <em>Savvy</em>+2.</p>
|
||||
<p>Dispersionistas fork more than anyone. They fork for fun! They fork because they’re excited! Damn the consequences, they’re gonna fork and ain’t no one gonna stop them. The mechanic for this is that, when it comes to forking and merging, they get a bonus of +1 to <em>Savvy</em>. However, the higher your success, the further the fall, so if you fail that roll, the cost you incur at the MC’s discretion is a hit to your <em>Sanity</em> or <em>Savvy</em>+2.</p>
|
||||
<p>For instance, if your <em>Savvy</em> modifier is +1 and you fail a roll on forking, you will still succeed at forking, but at the cost of 3 points of <em>Sanity</em>.</p>
|
||||
</dd>
|
||||
</dl>
|
||||
|
|
Loading…
Reference in New Issue