update from sparkleup

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Madison Scott-Clary 2023-07-15 16:00:02 -07:00
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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&rsquo;s ability to fork and merge.</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> <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 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>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 they&rsquo;re tracking. Their root instance is usually tagged <em>#Tracker</em>. For trackers, the idea of letting a long-lived instance individuate so much that they lose their shared identity 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><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 they&rsquo;re tracking. Their root instance is usually tagged <em>#Tracker</em>. For trackers, the idea of letting a long-lived instance individuate so much that they lose their shared identity goes against their strengths, as can not forking at all. While 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> <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. ((Less about frequency, more about method))</li>
</ul> </ul>
<p>((Stating that one is forking))</p> <p>((Stating that one is forking))</p>
<p>((Reputation cost))</p> <p>((Reputation cost))</p>
@ -570,6 +570,7 @@
<p>((Sanity cost))</p> <p>((Sanity cost))</p>
<p>((Other players&rsquo; influence, helping with sanity, reacting to forking and merging, etc))</p> <p>((Other players&rsquo; influence, helping with sanity, reacting to forking and merging, etc))</p>
<p>((MC moves, high sanity = positive modifier, low sanity = negative modifier))</p> <p>((MC moves, high sanity = positive modifier, low sanity = negative modifier))</p>
<p>((Link to session zero &lsquo;talking about forking&rsquo;))</p>
<h5 id="accessing-the-perisystem-architecture">Accessing the Perisystem Architecture</h5> <h5 id="accessing-the-perisystem-architecture">Accessing the Perisystem Architecture</h5>
<p>TODO</p> <p>TODO</p>
<h5 id="sensorium-messages">Sensorium messages</h5> <h5 id="sensorium-messages">Sensorium messages</h5>
@ -577,10 +578,10 @@
<h2 id="tracking-resources">Tracking resources</h2> <h2 id="tracking-resources">Tracking resources</h2>
<h3 id="sanity_1">Sanity</h3> <h3 id="sanity_1">Sanity</h3>
<h3 id="reputation">Reputation</h3> <h3 id="reputation">Reputation</h3>
<p>Whenever you roll a highlighted stat you earn a point of XP. Mark it on the XP section of your sheet. When you hit 5 XP, erase all of it and take a new Player Move. If youve already got at least one move that references each of your specialities, you may create a new specialty and reference it in the Player Move you purchase.</p> <p>Whenever you roll a highlighted stat you earn a point of XP. Mark it on the XP section of your sheet. When you hit 5 XP, erase all of it and take a new Player Move. If youve already got at least one move that references each of your specialities, you may create a new specialty and reference it in the Player Move you purchase. <!-- check to see if applicable --></p>
<h2 id="harm-and-sanity">Harm and sanity</h2> <h2 id="harm-and-sanity">Harm and sanity</h2>
<h2 id="taken-out-of-action">Taken out of action</h2> <h2 id="taken-out-of-action">Taken out of action</h2>
<p>When a character has all of their harm sections filled in, theyre taken out of the action. The specifics will vary based on genre and context. In a Hardy Boys game, being taken out of the action means disappearing under mysterious circumstances (to wake up tied to a chair later) or being put into a coma. In an apocalyptic gang fighting game, being taken out of the action means being killed. When a character is taken out of the action, theyre no longer playable either theyre dead or theyre the functional equivalent of being dead. If the character was a PC, the player should create a new character.</p> <p>When a character has all of their harm sections filled in <!-- not too-->, theyre taken out of the action. The specifics will vary based on genre and context. In a Hardy Boys game, being taken out of the action means disappearing under mysterious circumstances (to wake up tied to a chair later) or being put into a coma. In an apocalyptic gang fighting game, being taken out of the action means being killed. When a character is taken out of the action, theyre no longer playable either theyre dead or theyre the functional equivalent of being dead. If the character was a PC, the player should create a new character.</p>
<h2 id="carrying-forward">Carrying forward</h2> <h2 id="carrying-forward">Carrying forward</h2>
<h2 id="tracking-experience-and-leverage">Tracking experience and <em>Leverage</em></h2> <h2 id="tracking-experience-and-leverage">Tracking experience and <em>Leverage</em></h2>
<h2 id="overflowing-with-memory">Overflowing with memory</h2> <h2 id="overflowing-with-memory">Overflowing with memory</h2>
@ -626,7 +627,7 @@
</ul> </ul>
<h1 id="you">You</h1> <h1 id="you">You</h1>
<p><em>Post-Self</em>, as an open universe, invites the creation of your own story and explorations of the subtler implications of the mechanics. The world is what it is by virtue of what we, as participants in its creation, make of it.</p> <p><em>Post-Self</em>, as an open universe, invites the creation of your own story and explorations of the subtler implications of the mechanics. The world is what it is by virtue of what we, as participants in its creation, make of it.</p>
<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&rsquo;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&rsquo;re particularly proud of what you&rsquo;ve done and are open to others experiencing it, I&rsquo;m plenty happy to post your contributions as part of the &lsquo;canon&rsquo;, 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> <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&rsquo;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&rsquo;re particularly proud of what you&rsquo;ve done and are open to others experiencing it, I&rsquo;m plenty happy to post your contributions as part of the &lsquo;canon&rsquo;, 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 <em>Extra Stories</em> section of <a href="https://post-self.ink/extras/">post-self.ink</a>.</p>
<h1 id="resources">Resources</h1> <h1 id="resources">Resources</h1>
<dl> <dl>
<dt>Safety and expectations</dt> <dt>Safety and expectations</dt>