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<li><a href="#savvy">Savvy</a><ul>
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<li><a href="#forking-and-quitting">Forking and quitting</a></li>
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<li><a href="#accessing-the-perisystem-architecture">Accessing the Perisystem Architecture</a></li>
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<li><a href="#sensorium-messages">Sensorium messages</a></li>
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<li><a href="#sensorium">Sensorium</a></li>
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</ul>
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</li>
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</ul>
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<dd>A series of events leads to an interruption in the functioning of Lagrange lasting thirteen months and ten days. Nearly 1% of instances within the System are irretrievably lost.</dd>
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</dl>
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<h2 id="sensoria">Sensoria</h2>
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<p>TODO</p>
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<p>The ways in which an instance interacts with the world are mediated through their <em>sensorium</em>. The sensorium is the sum total of all senses that an individual has. This includes the usual senses as well as those sensations particular to the System, such as interacting with the perisystem architecture or the feasibility of creation or forking, both of which will be described below.</p>
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<p>For instance, one may sense the current time and date, or sense the permissions of the sim in which they’re currently residing.</p>
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<p>What these additional senses boil down to is <em>intent</em>. When moving from sim to sim, one moves with the intent to do so. Similarly, when one creates an item of clothing to wear, one leans on this sense of intent to bring it into being. ((Yared quote))</p>
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<p>These <em>sensoria</em> are flexible and open to modification. If one is overwhelmed by just how noisy a nightclub sim is, one can simply turn down their sense of hearing, just as, if one is trying to be particularly stealthy, one can turn their sense of hearing up in order to listen for potential dangers.</p>
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<p>One final use of sensoria is to send <em>sensorium messages</em>. These are senses that are shared between two or more individuals. If, say, one wanted to send one’s friend a quick message, they could start a sensorium message, begin speaking, and their friend would hear those very same words as the sender hears them. These messages are not limited in what senses may be shared, though the messages themselves may focus on only one or two senses in particular.</p>
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<p>For instance, one might wish to share with a friend the feeling of the ACLs of a space changing without speaking out loud, or perhaps the full experience of a delicious meal.</p>
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<h2 id="sims">Sims</h2>
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<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>
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<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>
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<p>((Link to session zero ‘talking about forking’))</p>
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<h5 id="accessing-the-perisystem-architecture">Accessing the Perisystem Architecture</h5>
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<p>TODO</p>
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<h5 id="sensorium-messages">Sensorium messages</h5>
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<p>TODO</p>
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<h5 id="sensorium">Sensorium</h5>
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<ul>
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<li>Intensity</li>
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<li>Messages</li>
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</ul>
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<h2 id="tracking-resources">Tracking resources</h2>
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<h3 id="sanity_1">Sanity</h3>
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<h3 id="reputation">Reputation</h3>
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