I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Thursday, April 17, 2008

Pemberly Log IV

This is a ship's log for my Electrodyne Engineer in a Mage game I'm currently playing in. So if you don't understand, don't worry. It's for a limited audience.

Logbook of Captain Zoe Azuma of the Pemberley

Entry Date: September 2nd, 2007

Entry Time: 10:10 GMT

Finally.

It started with the possibility of engaging a dimensional shift (traveling between quantum states), and using the variant constants to enable a jump into and indeterminate quantum state outside of the observational sphere, similar to the proposed usage of zero-point space (aka "hole vacuum"). The difficulty lay in indeterminacy - that is, while we traveled outside of ordinary, observable quantum states, there was a 5.07% chance of undergoing some severe indeterminacy fault that would make the return to an observable state flawed or fail outright.

Though the trip resulted in some damage to the vessel, caused by the indeterminacy and vibrational stresses resulting from a shift between quantum states, the majority of the passengers surviving shaken but not unharmed. One passenger was harmed by a particularly severe form of the Paradox Effect, his perception shifted to an alternate quantum state. It would be several days before his mind would be successfully restored, but he has since recovered from the more severe effects of the condition.

Repairs proceeded apace once having arrived at Tidal Base. Ether-based technology was generally removed. Though efficient in the constants of "Etherspace" and similar neighboring dimensions, it isn't nearly as efficient in the Void. The hull was repaired, the bridge rebuilt, power systems replaced, drive systems replaced, computer system upgraded, matter assembly system added, and more (see attached schematic). The drawback is that I have yet to be able to replace the dimensional shifting mechanism in the new design, and have had to rely on outside means in order to initiate most shifts between quantum levels.

After repairs were completed, we set off from Tidal Base to follow the trail of a friend's father in return for her aid with the quantum shift. From there, we traveled through the space known popularly (if inaccurately) as the "near" Umbra, utilizing a probability-sensitive biological tracker named Douglas. After a week of travel, we came across the scene of a battle. After analyzing some clues there, we decided to head for the colony of Inevitable, a home to death-cultists (known more popularly as Euthanatos) located several days away. After a quick jaunt, we stopped there briefly, but they were able to provide little in the way of clues or supplies.

However, my recent travels have begun to reveal evidence of an extraterrestrial stowaway, brought on originally as a subject of scientific study. I don't believe it to be dangerous to the ship itself or myself, but the crew has become quite aware of the possible danger it may pose. Unfortunately much of the evidence I have is anecdotal, and so it would be improper for me to record it as of yet. Still, the crew is wary, but I hope we might resolve this mystery as soon as is convenient.

Monday, April 14, 2008

The Game of the Subgenius

There are a lot of games that claim to provide "modern" settings. You've got your d20 Modern, your GURPS books, etc. But rarely do these settings even begin to scratch at the truth of the modern world as revealed by J.R. "Bob" Dobbs.

A lot of settings are based on mythology. Take, for example, the supposedly "subsersive" Vampire: the Masquerade, which is really just a Christian morality play hidden behind a lot of Gothic artsy-fartsy claptrap. Dungeons & Dragons rehashes a lot of cookie-cutter paganry, Legend of the Five Rings gives us a lot of psuedo-Shinto / Buddhist etc., etc. But not one, not one game features such spiritual concepts as the Bleeding Head of Arnold Palmer, the Yeti origin myth, or, yes, "Bob" himself! (GURPS Illuminati and Mage: the Ascension get points for at least referencing the Church).

It's high time there was a game that really tells it like it is, and not just a hinky CCG, either. This RPG is designed not only to provide a world of high Subgenius adventure (or inaction, as your want may be), but also provide a means through which psychic waves may be leveled against the Conspiracy of Normals.

In the Subgenius cosmology, things are not measured by their impact on the merely physical plane. Mind, the physical world is still pretty damn important, but believing in a deterministic lever-action universe isn't much good either. So the Subgenius character isn't determined by his Strength or Intelligence - Subgenius, after all, but more esoteric factors. These four factors are: Time, Slack, Sales, and Souls. Slack is the preeminent of these factors, for the Subgenius must have it, and greater amounts greases his journey down the tubes of the Luck Plane. Time control is also an important factor, allowing a Subgenius to make the most of his Slack, get more done, and befuddle the careful scheduling of the Con. Sales represents not so much mere physical wealth, but the ability for Subgenies to get something for nothing - or, at least, a hell of a lot less than they might expect. Finally, Souls is more esoteric, representing to some extent the "quality" of the Subgenius soul, of his ability to attract the attention of the Elder Gods for good or ill, and refine more bizarre and strange abilities indeed.

The chance of success at tasks and challenges is not determined by mere difficulty, but rather, the ability and willingness of the Conspiracy of Normals to hinder the Subgenius. After all, it is often the way of "Bob" to "fail upwards", and so success is not so clear-cut to the Subgenius as it is to normals. It may be exceedingly hard to do a little thing for a Subgenius to, say, plaster the face of "Bob" on the national news, but it may be exceedingly easy to get somebody to work themselves to death for the good of the god-company.

In theory there would be multiple mechanics through which a Subgenius may approach a challenge - for example, Slack may involve rolling dice and trying to match numbers, Sales might involve wheeling and dealing for success, Time might just allow one to take enough effort to blunder something through, and you might be able to sell a bit of your Soul for easy success and terrible payment in the future.

Yesss... in the FUTURE!