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TMW:COTEC - Apotheogma and the Design Architecture

Started by RobMuadib, April 17, 2003, 02:44:58 AM

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RobMuadib

Hi all

I am currently doing some parallel development on the design
architecture to better inform my work on the metaplay chapter, and am
working on subordinating my Design Architecture elements to the
overall cosmology & mythos of the game universe.
I posit several Tenets which define the metaphysics of the games
underlying universe,The Million Worlds. Which basically shape the
available "expressions"of reality possible. This is represented by the idea
of the Anwa Tilasm,a super-metaphysical pattern (think mystical super-
string theory) that sets the limits and possiblities for "Man" ( Man is that
creature that is aware of its own existence, that questions both the
genesis of that existence and the purpose of it, and that creates and
pursues forms to explore that existence.) These are represented by the
Apotheogma.


Here I am basically ripping off the concept of TORG's axioms and
Multiverser's Bias, as well as the Vernor Vinge's "Zones Of Thought" idea,
and using them to streamline and optimize the Design Architecture.
Pitching it to the outlines and possibilities implied by the Apotheogma.

The idea is to specialize the Design Architecture for creation of a broad
swath of worlds with common themes in their makeup, somewhat like
Michael Moorcock's Million Spheres (does that sound familiar?). Basically,
the apotheogma are meant to pitch the likely designs to game worlds that
feature alot of gameable elements and interests with a particular grand
imaginative feel, but in a classical SF kind of vein, ya know.


Anyway, these are the relevant Apotheogma i have come up with so far, I
am looking for suggestions for other ones, and for the concept overall.


Corporeal Apotheogm - This sets the physical relationships of Man to that
which is not man within a sphere. (Allows for super-abilities at high ends,
variations in forms of man and his relation to his environment.)

Mental Apotheogm - This sets the mental relationship of Man to that
which is not man within a sphere. (Allows for psionic/magic abilities
at high end.)

Spiritual Apotheogm - this sets the spiritual relationships possible
between Man and that which is not Man within a Sphere. (Allows for
magic/divine abilities at high end.)

Social Apotheogm - This sets the social relationships possible between
Man and Man within a sphere.

Technical Apotheogm -  This sets the technological relationships between
man and that is not man within a Sphere. (Sets tech limit, is indirect
application of mans body, mind & spirit agains that which is not man
within a sphere - consider it manifestation of sub-divine will by toil.)

The man and not man stuff ties into the uber-proto-ur creation myth
represented in the myth of the sundering. If these sound really
philosophical and meta-physical, that's because they are. They also
provide basis for inter-world/reality travel and clashes/contradictions, ala
TORG too.


OK, so this sets hard limits for the existence and use of Metabilities
(Super powers, magic, psionics, tech enhancements.) It provides
hard limits for possible Society/setting design through interaction of
Social and Technical, & Corporeal limits.


Ok, Design Architecture includes Society/Environment design, tech in
form vehicle/weapons & armor/Equipment design, Metability Design (Psi,
superpowers, magic, cybernetics, etc.), and Entity design
(Personae/Creatures.)

So, does this seem like a good start for what I am aiming for, any
suggestions, or improvements, general comments?


Thanks
Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)

Christoffer Lernö

Man, I'd like to make some comment, but it's hard to grasp the background. I mean, the whole mythos is deep so it's hard to wrap the brain around it. But it's also interesting so keep going, it's gonna be really interesting to playtest once you're getting close to being finished.

Oh, and your vision about this game feels really strong and deliberate. If you think these are the ways to go about it, then it probably is right.
formerly Pale Fire
[Yggdrasil (in progress) | The Evil (v1.2)]
Ranked #1005 in meaningful posts
Indie-Netgaming member

deadpanbob

Quote from: RobMuadib in part wrote
Corporeal Apotheogm - This sets the physical relationships of Man to that
which is not man within a sphere. (Allows for super-abilities at high ends,
variations in forms of man and his relation to his environment.)

Mental Apotheogm - This sets the mental relationship of Man to that
which is not man within a sphere. (Allows for psionic/magic abilities
at high end.)

Spiritual Apotheogm - this sets the spiritual relationships possible
between Man and that which is not Man within a Sphere. (Allows for
magic/divine abilities at high end.)

Social Apotheogm - This sets the social relationships possible between
Man and Man within a sphere.

Technical Apotheogm -  This sets the technological relationships between
man and that is not man within a Sphere. (Sets tech limit, is indirect
application of mans body, mind & spirit agains that which is not man
within a sphere - consider it manifestation of sub-divine will by toil.)


I've always liked this design concept from TORG, and you've given it a flavor that's appropriate to the TMW:COTEC design so far as I can tell.

I think you may have over covered the bases, so to speak.  I think you've got a good set of Apotheogm, but I would recommend a more clear split in what they control - such that the Spiritual Apotheogm and the Mental Apotheogm don't both cover 'magic'.  Each Apotheogm should represent the hard limits as you call them for one area of world/character design.

You might also consider adding an Emotional Apotheogm that sets constraints on the relationship that Man can have with himself within a Sphere.  Essentially this would represent a measure of how self-actualized Man could be within that Sphere.  The implication being that lower Emotional Apotheogm results in Man acting in a more base instinct kind of way and higher E.A. resulting in Man being able to overcome those base instincts.

Keep up the good work - and keep us posted.

Cheers.


Jason
"Oh, it's you...
deadpanbob"

Adam Dray

Do you mean to use the word apothegm, without the 'o'?
Or did you make up the word? I admit I haven't delved into your material yet.
Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777

RobMuadib

Quote from: AdamDrayDo you mean to use the word apothegm, without the 'o'?
Or did you make up the word? I admit I haven't delved into your material yet.

Adam

I kind of combined the definitions of both apothegm, and apotheosis, and
like the look of apotheogm, so it is a 'slightly' made up word:).
Apothegm being a terse witty saying or maxim, and apotheosis exaltion
or deification. So I call Apotheogm a deified statement or maxim of being.


best
Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)

Adam Dray

Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777

RobMuadib

Adam

Yeah, pretty much, or maybe "uh PAW Thee ohm"

best
Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)