update from sparkleup

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Madison Scott-Clary 2023-02-06 15:32:16 -08:00
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<li><a href="#about-the-ttrpg">About the TTRPG</a></li>
<li><a href="#the-basics">The basics</a><ul>
<li><a href="#mc-and-players">MC and players</a></li>
<li><a href="#agendas-and-principles">Agendas and principles</a><ul>
<li><a href="#dissolution-strategies">Dissolution strategies</a></li>
</ul>
</li>
<li><a href="#agendas-and-principles">Agendas and principles</a></li>
<li><a href="#virtues">Virtues</a></li>
<li><a href="#dissolution-strategies">Dissolution strategies</a></li>
<li><a href="#stats">Stats</a><ul>
<li><a href="#the-leverage-stat">The Leverage stat</a></li>
</ul>
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<li>_____</li>
<li>_____</li>
</ul>
<h4 id="dissolution-strategies">Dissolution strategies</h4>
<dl>
<dt>Tasker</dt>
<dd>blah</dd>
<dt>Tracker</dt>
<dd>blah</dd>
<dt>Dispersionista</dt>
<dd>blah</dd>
</dl>
<h3 id="virtues">Virtues</h3>
<p>Each player chooses three <em>Virtues</em> for their character. They pick two that the other characters know but one that they keep secret.</p>
<blockquote>
@ -171,6 +160,15 @@
</ul>
</dd>
</dl>
<h3 id="dissolution-strategies">Dissolution strategies</h3>
<dl>
<dt>Tasker</dt>
<dd>blah</dd>
<dt>Tracker</dt>
<dd>blah</dd>
<dt>Dispersionista</dt>
<dd>blah</dd>
</dl>
<h3 id="stats">Stats</h3>
<p>There are six stats associated with characters describing how they move through the world</p>
<dl>
@ -320,12 +318,12 @@
<h4 id="player-moves">Player moves</h4>
<h5 id="forking-and-quitting">Forking and quitting</h5>
<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>
<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. This will be governed by the dissolution strategy specified in the character&rsquo;s <em>agendas and principles</em>.</p>
<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>
<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&rsquo;s ability to fork and merge.</p>
<ul>
<li><em>Dispersionistas</em> fork and merge easily and frequently. There&rsquo;s no in-game mechanics cost to them forking, as long as the time period in which the game is set is after the early 2200s, meaning that the number of dispersionistas on the System rapidly increased after that date. Their root instance is usually tagged <em>#Root</em>. <em>Not</em> forking often goes against the character&rsquo;s <em>principles,</em> but is occasionally required for the situation at hand. Dispersionistas can wind up quite batty given the incredible build-up of memory that their down-tree instances can wind up with.</li>
<li><em>Trackers</em> fork to track specific tasks, relationships, or trains of thought. These forks may be long-lived, but they merge down-tree with some frequency so that their down-tree instance (usually the <em>root instance</em>) can keep track of all of the different threads that their tracking. Their root instance is usually tagged <em>#Tracker</em>. Given that the idea of letting a long-lived instance individuate beyond a certain point and lose their shared identity, letting a fork linger too long goes against their <em>principles</em>, as can not forking at all. While this memory does build up within trackers, it plays far less of a role in affecting stability as it does in dispersionistas.</li>
<li>The most conservative of strategies, <em>taskers</em> fork rarely (if at all), and then usually to accomplish only one or two tasks. Their root instance is usually tagged <em>#Core</em>. Having to fork more often than that is incredibly uncomfortable and would work counter to the character&rsquo;s <em>principles</em>. That said, taskers maintain the strongest sense of self and, with so little divergent memory, remain some of the sanest on the System.</li>
<li><em>Dispersionistas</em> fork and merge easily and frequently. There&rsquo;s no in-game mechanics cost to them forking, as long as the time period in which the game is set is after the early 2200s, meaning that the number of dispersionistas on the System rapidly increased after that date. Their root instance is usually tagged <em>#Root</em>. <em>Not</em> forking often goes against the character&rsquo;s principles, but is occasionally required for the situation at hand. Dispersionistas can wind up quite batty given the incredible build-up of memory that their down-tree instances can wind up with.</li>
<li><em>Trackers</em> fork to track specific tasks, relationships, or trains of thought. These forks may be long-lived, but they merge down-tree with some frequency so that their down-tree instance (usually the <em>root instance</em>) can keep track of all of the different threads that their tracking. Their root instance is usually tagged <em>#Tracker</em>. Given that the idea of letting a long-lived instance individuate beyond a certain point and lose their shared identity, letting a fork linger too long goes against their strengths, as can not forking at all. While this memory does build up within trackers, it plays far less of a role in affecting stability as it does in dispersionistas.</li>
<li>The most conservative of strategies, <em>taskers</em> fork rarely (if at all), and then usually to accomplish only one or two tasks. Their root instance is usually tagged <em>#Core</em>. Having to fork more often than that is incredibly uncomfortable and would work counter to the character&rsquo;s way of life. That said, taskers maintain the strongest sense of self and, with so little divergent memory, remain some of the sanest on the System.</li>
</ul>
<p>((Stating that one is forking))</p>
<p>((Reputation cost))</p>