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15 March 2010 @ 01:01 pm
thassa's creation game  
thassa emailed this to me last November. Thassa was working on a game and wanted some thoughts on it. Now that thassa is gone, I thought I would share it in case it would be of interest to anyone. I believe thassa was going to share it when it was a bit more polished up anyway.

Mon, 2 Nov 2009 17:08:00 -0800
I'll just copy/paste, as it's plain text. I'm laying out some rules for a game I'm thinking of setting up.
It's based on something I played years ago, but can only remember the gist of, and I'm starting off
with all the added rules that became necessary as people discovered the gaps in the original ruleset.



Creation game

Meta Rules

These rules may not be modified by any in game mechanics.
All players may control only one Entity. Players may name their Entity anything they wish, within reason.
Turns occur Mon, Wed, Fri? Mon, Thu?
Only the last set of orders from a player for a Turn will be processed, unless they specifically point to previous
orders to include. An exception is Assualts which once they are declared and PP are invested in them can not be
retracted, though they can be aborted.

In the beginning there was only the Void. And from the Void came some of the first Entities.

When the game starts, nothing aside from the Entities (player characters) exists. These rules simply provide some
boundaries for the in game developement. And when I say nothing exists, I mean NOTHING. If you create a Law that
refers to "time" you or another Entity will have to define what time is, before that part of the Law can come into
effect. If you Define a Law, that doesn't mean that it is effective yet; just that the Law in question exists.
You don't have to define every word you use, but many concepts will need to be expanded upon before the Laws you
have Defined gain any real meaning.

All Entities start with 10 Power Points (PP from here on).
All Entities gain 2 PP + 1 extra PP for every three turns since their creation every turn.
PP may be used to Claim Domains, Define Laws, Create Objects or Declare Objects (Special case of Definition and
Creation). These things will collectively be referred to as Items for the rest of the rules.
All Entities may create one Domain, and only one Domain until further notice. They may choose to create a
Sub-Domain, within another Entities Domain or Sub-Domain if they wish, and the other Entity allows this. Domains
must be based upon a single concept or idea. Broadstrokes are fine here though.
Laws are very basic and narrow definitions of something. Concepts, objects, relationships, classifications and
the rules of how things work would all be defined by Laws. The body of Law must be fairly short; three sentences
or less if possible. Laws can be contained within a Domain or freestanding. Laws within a Domain can be given a
format of the Domain Entities choice, particularley if it reflects some element of the Domain itself.
Freestanding Laws may potentially be co-opted by an appropriate Domain if the Law's creator allows it, this
requires the investment of at least on PP on the part of the Domain Entity, who then gains control of that Law and
has the immediate option of rephrasing the law slightly (must remain similar in intent).
Objects are independant Items that may interact with one another, within the Laws that bind them. Declared
Objects are simply an Object and a Law (or set of Laws) that defines that object. Entities may create as many
simple Objects as they wish each turn (provided they invest the required PP), but may initially only Declare one
Object a turn.


Points and Scores

An Entity may Revoke any Item (except a Domain) they Control, withdrawing all their Invested PP from that Item, at
any time. If they do so the Item ceases to exist and any reinforcement PP contributed by other Entities is
returned to the originating Entities as well. This is all or nothing. They can not withdraw only a portion of
the Invested PP. Gravitas Points earned by the Item are lost. Domains can not be revoked.
Domains and Laws gain 1/4 of a Gravitas Point (GP) for every turn they are in existance. All fractions are
retained.
A Conversion Score (CS) is the sum of an Item's PP and GP.
Laws and Sub-Domains gain half their primary Domains CS as Conversion Points (CP). The primary Domain gains half
it's direct Sub-Domains CS as CP as well.
A Power Score (PS) for in game items is the sum of it's Power Points, Gravitas Points and Conversion Points.
Ordinary Objects only have their direct PP for their PS but Declared Objects can add their related Laws PS to get
their effective PS.


Conflicts

Domains may be in opposition to one another. This is mostly an opportunity to roleplay. Laws that are not within
a Domain can not affect that Domain at all. Laws within a Domain may add finer definition to the Domain.
If two Laws conflict with one another the one with the higher PS (including fractions) wins out in all points of
conflict. If they have exactly the same PS then the last one to take full effect wins. Both Laws remain in
existance regardless of the outcome, with the more powerful one simply overruling the less powerful one.
Objects exist up until a Law overrules their existance, at which point they simply vanish permanently. Before the
turn ends the Controlling Entity of those Objects may revoke them if they wish, but if they fail to do so and the
Law takes effect, the invested PP are lost.
Declared Objects, being supported by a Law may temporarily cease to exist, but will return as soon as the
effective Laws allow them to.


Control

Initially the creator of any Item has Control of it, unless they are deliberately creating a Law within another
Entities Domain (they must state that this is what they are doing), in which case the Domain Controller gains
Control of the Law immediately. Entities that create Sub-Domains within another Entities Domain retain Control of
the Sub-Domain.
Domains may only change Control if the Entity that Controls it leaves the game in some manner. All Laws within a
Domain are Controlled by the Controller of the Domain. An Entity may offer their Domain to any other Entity as
one of their last acts on this plane (ie, as part of their final set of turn orders).
Freestanding Laws may potentially be co-opted by an appropriate Domain if the Law's creator allows it, this
requires the investment of at least one PP on the part of the Domain Entity, who then gains Control of that Law
and has the immediate option of rephrasing the law slightly (must remain similar in intent). Sub-Domains may gain
Control of Laws originating in their primary Domain in this manner.
Or they may attempt to seize Control of the Law which requires an PP assault equal to the Laws current Power
Score+1. An attempt to seize Control of a Law may be opposed by anyone, simply by investing PP into it, which
must be matched by the attacker. Once an assault has been initiated it can not be retracted, though it can be
aborted. All half of the PP invested in an assault are permanently lost, while the other half are either added to
the Law if the assault is completed (allowed to run to the end of the Turn, successful or not) or returned to the
assaulter if the assualt is aborted.
Assaults are only possible on freestanding Laws that conceivably fall within the assaulter's Domain. They are not
possible on Laws already within a Domain. If the assaulter gains Control of the Law it immediatly is placed
within that Domain, though the assaulter does not have the option of modifying the Law.
Objects are items within the game. A Declared Object is one that is supported by a Law (or Laws) that defines the
Object more fully. If the Law defining a Declared object changes Control, this does not necessarily mean that the
Object will change Control. The Control of Objects will be left to the


Activity

An Entity is considered awake and active as long as they have posted at least once in the last 5 turns. They do
not need to actually do anything, just participate. After 6 turns of inactivity, an Entity will fall asleep, and
will no longer gain additional PPs, until they post, indicating that they have awakened. If the player is likely
to be gone for more then six months (real time) and notifies the GM of this, their Entity will simply enter a deep
sleep until the arranged time has passed. An Entity that sleeps for 6 months without any notification may drift
off into Chaos. Their Domain, if any, will go up for grabs, preference being given to Controllers of Sub-Domains
within the vacant Domain. If no Sub-Domain controller exists, or wants the Domain, then Entities without Domains
may attempt to claim the vacant Domain in the same manner. Finally if neither of the prior groups claim the
Domain, Entities that Control other Domains may attempt to claim it. If only one member of any of these groups
attempts to claim the Domain it is theirs. If more then one member of the current group attempts to claim the
Domain, an auction will be held over the next 3 turns, with all bids being in PP. Half the winning bids PP will
be added to the Domains PP total, while the other half will be lost to Chaos.


Random Events

Each Turn random events may occur. If a random event occurs on a Turn, it will be chosen (possibly randomly) from
a list of possible random events. Players may post new possible random events in the random event (thread), with
discussion encouraged. Not all posted random event ideas will be added to the list, and not of the possible
events will be displayed.
Random events will never destroy PP, nor will they provide a bonus of more the 5 PP. Any PP bonus from an event
can only be used on whatever the event allows it to be used on. PP not used before the event concludes (which
could be at the end of the turn, or some distant point in the future) are lost.


Tue, 3 Nov 2009 20:07:41 -0800
From another email on example orders:

Entity name: Densilia

Densilia formed from the Void and found its emptiness frightening. In an effort to alleviate her fear she
promptly began working at filling the void. She is most concerned with the concrete aspects of existence, and has
little time for more ephemeral concepts and ideas.


(+1 PP) The Law of classes: Objects may exist as a singular unit, or be defined as a Class consisting of multiple
units. Class Objects when created start off no more then 4 units per PP invested at creation. Declared Objects
may include the PP invested in their related Law in this total.

(+1 PP) The Law of Scope: Objects may be defined with a Scope, and Laws may require Objects that fall within
their boundaries to have a Scope. Scope gives a very rough definition of the size of an Object in relation to
other objects. While more Scopes may be added through subsections, the current scopes, from largest to smallest
are Vast, Stellar, Jovian, Planetary, Lunar, Oceanic, Continental, Regional, Metropolitan, Townic, Villagy, Manse,
Homeric, Giant, Humanoid, Dwarfish, Hob, Sprite, Tiny and Bug.



(+1 PP) Densilia Creates the Domain of Material. Material encompasses the structure of all Material Objects on
the Physical Plane.

(+1 PP) The First Measure of Material: All Material is composed of bits. Bits are the most basic component of
all Material Objects and all Material Objects must be defined with a Scope. As the number of bits required to
make up even the smallest of Material objects is Vast, there is no real need to keep track of individual bits.
(+1 PP) The Second Measure of Material: Bits occupy space. No two bits can occupy the same space at the same
time. Therefore bit's can not pass through each other.
(+1 PP) The Third Measure of Material: All Material Objects have density. Objects that are more dense will
try to fall through less dense Objects if they can. Objects of similar densities may be able to support each
other so they don't fall through each other under the right conditions.
(+1 PP) The Fourth Measure of Material: Material comes in a variety of states. The different states indicate
how tightly the bits of the Material are bound together.
(+1 PP) The Fourth Measure of Material: Particle One - State of Solidity: The bits of solid Objects are
tightly bound together, and can't be seperated without changing the Object. Solid Objects can not pass through
other solid Objects without somehow changing those objects. Solid objects can usually support other Material
Objects.
(+1 PP) The Fourth Measure of Material: Particle Two - State of liquidity: The bits of liquid Objects are
somewhat loosely bound, seperate with only a little resistance, and will readily bind together again. Other
Material objects will readily pass through a liquid. Liquid objects may provide some support for other Material
Objects if their densities are similar.
(+1 PP) The Fourth Measure of Material: Particle Three - State of gaseousness. The bits of a gas are very
loosely bound. Gaseous Objects seperate with minimal resistance and rebind easily. Gases can not support other
Material Objects at all.





OOC: Yes I haven't defined the "Physical Plane", "space", "falling", and "size" (more then a rough approximation),
and might need to define "unit" and "binding" better. Other players might fill in the blanks, or I might get to
those later. And yeah, that Law of Scope is a bit dodgy. While this may seem to be a rough definition of real
world physics, I could easily depart from that model, without changing anything here. For instance creating a
"World Plate" that is supported by having an underside with a huge negative density and a balancing spine
underneath, then declaring an up and down, with down being the direction all things fall towards. :)
 
 
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