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Topic: [Humanity Beyond Earth] A nar/sim transhuman space opera.
Started by: Elliott Belser
Started on: 12/6/2005
Board: Indie Game Design


On 12/6/2005 at 5:35pm, Elliott Belser wrote:
[Humanity Beyond Earth] A nar/sim transhuman space opera.

I'd like to make a game that balances Narrativist and Simulationist issues - I'm making this game with a bunch of Simmies, and I'm a Narrie mostly: we've discussed the theory on the Forge and agreed that the Nar elements can only help.  We're also making a bunch of other settings: making the system primarily Narrativist will help us port it and tweak it to simulating other worlds.

The other lead designer of this thing wants "Dramatic tea parties," I.E. interesting and fun social interaction, to be fully supported and enhanced by the rules.  To me, that means rolling dice makes it more interesting.

Transhuman themes and space opera are two of my favorite things, so I'm going to make a transhuman space opera - Miles Vorkosigan is a major influence, as will be Schismatrix when I get my hands on it, and the Ghost in the Shell manga.  The question I'm asking is "How does technology change how humans interact?"

We eventually hope to publish in PDF format; if the game takes off, dead tree format is a remote possibility.

So anyway, onto the mechanics and world. 

The game will have a game master, support campaign play (and strongly advise leaving it to 10 sessions tops) and have experience point awards.

You pick two archetypes to create a character: a Culture and a Class (or occupation, or whatever).  There are five cultures we plan on detailing. The New Earthers eschew transhuman tech; the Network can't live without constant interaction through computer implants; the Principality is made up of human noblemen lording over robotic (and bioroid?) serfs, the Leauge are techno-anarchists; and Those Who Learned genetically alter themselves rather than terraform planets.  The classes specialize in Combat, Technical, Rogue (yech, I need a better name) and Diplomatic skills: You get a certian number of skills as "favored," allowing you to purchase them with experience for cheaper, including all of your "class" skills.

Characters will be mostly defined by Motivations.  These one-sentence, player defined personal idioms are measured in thier Intensity and Frequency: the Frequency is how often the player can say they're participating in a scene because of that Motivation, the Intensity allows you to bend the rules a little, letting you re-roll key dice rolls, heal wounds, that sorta thing. 

They also have 8 Stats: Agility, Stamina, Reason, Perception, Charisma, Composture, Inspiration/Intuition (not sure what to call it), and Will, rolled in a dice pool with a skill in a conflict resolution system.

A player spends temporary points in Motivation Frequency to say thier character is part of a scene... and why.  I haven't worked out scene creation beyond that, and would appreciate any advice you can give.  Once you've spent all your points in Frequency of all Motivations, they instantly refresh.

"Say yes or roll dice" is key to the system.  A player will say, "I am willing to risk this happening, so that this happens using this skill," and after discussion, the GM will set a difficulty and an appropriate stat.  The GM can say that the skill is inappropriate and suggest another one.  For example,

Player: "I want to follow that pirate vessel." 
GM: "You'll need to roll for it." 
Player:"I plot a new course using Academics (Navigation) - if I fail then the ship will spot me." 
GM: "Sounds fine to me.  Roll 3 or more successes with Reason + Academics." 

You usually start by risking your dignity in some way.  If you fail, you may choose to re-roll with more dice by risking a reversal of fortune.  Then you can risk some sort of actual harm.  Finally, you may risk your destruction (not always death).  The catch?  They get more dice too if they choose to counter in kind.  You may, if it's appropriate, spend a point of temporary Motivation Intensity to immediatley raise or lower the stakes by one level.

Once the scene has ended, you'll have new goals: you'll get a big fat reward for fulfilling a Motivation, based on it's Intensity, at this point.  Which leads to new motivations, to new Scenes, to new...

Comments and suggestions?

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On 12/6/2005 at 7:21pm, xenopulse wrote:
Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Welcome to the Forge, Elliot.

This is a great first stab at a game.  It seems like you know where you're going, and you've found several good tools and rule patterns to get there already.  I do have a couple of questions and concerns:

a) Class and Culture. You don't really state whether the Culture has the same effect as the class (make skills cheaper), or give permanent bonuses, or whatnot.  However, I'm afraid that using these like species/class in a D&D way will help neither your Sim nor your Nar interests.  This is especially true if certain combinations are obviously better than others, e.g., people from the Principality will always make better diplomats than anyone else.  As I can see it, the primary means of having story influence within a scene is the use of skills, so you would punish players of unusual yet interesting characters by having their skills be lower than those of typical combinations.  It will also give a wrong signal regarding play style (incentive to min-max; players will think this game is about making the most effective combinations).

b) I like Motivations and that the reward is tied into them.  The only comment I have is that you will probably have every player try to be part of every single scene because that's the way to gain rewards.  You *could* say that Motivations only refresh for everyone once they are used up for all of them, but there might be other ways to handle it (or you might like it as it is).

c) Raising stakes for re-rolls, also a good thing (one of Ron's innovations in Trollbabe, I believe).  My question here is how it interrelates with your initial stake-setting procedure.  The player first determines the scope of the task, which then leads the GM to propose a difficulty.  Now both sides can apparently escalate, so... there might be additional bad effects for the other side that the player didn't want to inflict just because the GM wants more dice.  Something about that seems... dangerous to me.  I think you need to playtest this very carefully to see if this doesn't interfere with the players setting stakes.

So, thanks for sharing, and good luck with the design :)

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On 12/6/2005 at 7:25pm, tygertyger wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Elliott wrote:
I'd like to make a game that balances Narrativist and Simulationist issues


Good luck!  This is a worthy goal, and I look forward to seeing the end result.

Transhuman themes and space opera are two of my favorite things, so I'm going to make a transhuman space opera - Miles Vorkosigan is a major influence, as will be Schismatrix when I get my hands on it, and the Ghost in the Shell manga.  The question I'm asking is "How does technology change how humans interact?"


Check out the Orion's Arm (www.orionsarm.com) creative commons project.  Transhumanism is a major theme of the universe, so you'll surely find some inspiration there.  It's a lot of material to wade through (over 100 writers, and it's been around for several years), so don't even try to go through all of it in a single week.

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On 12/6/2005 at 7:52pm, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

xenopulse wrote:
Welcome to the Forge, Elliot.


Thanks.  It's good to be here.  A stripped down explanation of the theory converted me: Remind me to thank Vincent for turning me onto this.

This is a great first stab at a game.  It seems like you know where you're going, and you've found several good tools and rule patterns to get there already. 


Lurking here and, again, on Vincent's forum helped.  So did a rocking Exalted game followed by a lackluster one making me re-think my GM style, and my favorite rules.

I do have a couple of questions and concerns:

a) Class and Culture. You don't really state whether the Culture has the same effect as the class (make skills cheaper), or give permanent bonuses, or whatnot.  However, I'm afraid that using these like species/class in a D&D way will help neither your Sim nor your Nar interests.  This is especially true if certain combinations are obviously better than others, e.g., people from the Principality will always make better diplomats than anyone else.  As I can see it, the primary means of having story influence within a scene is the use of skills, so you would punish players of unusual yet interesting characters by having their skills be lower than those of typical combinations.  It will also give a wrong signal regarding play style (incentive to min-max; players will think this game is about making the most effective combinations).


Hmmn... Classes should not function as D&D classes.  As for what Cultures do, I was more inspired by White Wolf vampire clans, changeling kiths and so on - primarily a roleplaying hook, with a unique advantage that was mostly flavor and no effect on skills.  I could just organize the skills into Combat, Technical, Diplomatic and... I don't know what to call the last category, but the skills I had in mind were Athletics, Criminal, Endurance and one other.  Mostly for spies and criminals and whatnot.

b) I like Motivations and that the reward is tied into them.  The only comment I have is that you will probably have every player try to be part of every single scene because that's the way to gain rewards.  You *could* say that Motivations only refresh for everyone once they are used up for all of them, but there might be other ways to handle it (or you might like it as it is).


See, I'm not sure how Scenes are set up.  Perhaps a system similar to Primetime Adventures?

c) Raising stakes for re-rolls, also a good thing (one of Ron's innovations in Trollbabe, I believe).  My question here is how it interrelates with your initial stake-setting procedure.  The player first determines the scope of the task, which then leads the GM to propose a difficulty.  Now both sides can apparently escalate, so... there might be additional bad effects for the other side that the player didn't want to inflict just because the GM wants more dice.  Something about that seems... dangerous to me.  I think you need to playtest this very carefully to see if this doesn't interfere with the players setting stakes.


The stakes must be made clear - that's part of the rules.  Other than that, I'm not sure how to handle this and would appreciate advice.

So, thanks for sharing, and good luck with the design :)


Thanks for the valuable input and the luck.

PS: I am familiar with Orion's Arm - I should read that extensively as well.

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On 12/6/2005 at 8:04pm, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

...duh.  Xenopulse, I should clarify: Motivations are NOT how you gain XP: they give you a different kind of reward.  I'm not sure what kind, but it's not XP.

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On 12/6/2005 at 8:06pm, MikeSands wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

From what you have described about the character design, I don't see any transhumanist focus.

Is there going to be any mechanical way to enhance your character with new technologies and see how that impacts them? How does this tie in to what you have described?

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On 12/6/2005 at 8:12pm, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

MikeSands wrote:
From what you have described about the character design, I don't see any transhumanist focus.

Is there going to be any mechanical way to enhance your character with new technologies and see how that impacts them? How does this tie in to what you have described?


Ah!  I'm trying to figure out a way to implement upgrades that doesn't make people go "Ooh, shiny toys!" and try to min-max the night away.  I was thinking, and forgot to post this, that I would have a Gift/Flaw system in place for that, but I don't quite know how to make it work.

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On 12/6/2005 at 8:29pm, MikeSands wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Elliott wrote:
I'm trying to figure out a way to implement upgrades that doesn't make people go "Ooh, shiny toys!" and try to min-max the night away. I would have a Gift/Flaw system in place for that, but I don't quite know how to make it work.


Well, one way to avoid min-maxing would be to say "if you can pay the cash for the enhancement, it's yours"

You should be wary of making this a zero sum gifts/flaws purchase like the Storyteller games, as this builds into your game the assumption that "everything that makes you better than human also takes something else away". This seems like it would restrict exploration of transhumanism rather fatally.

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On 12/6/2005 at 8:47pm, darquelf wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Elliott wrote:
  The classes specialize in Combat, Technical, Rogue (yech, I need a better name) and Diplomatic skills


You could always use Scoundrel in place of rogue.  That also allows you to have skills like "gambling" "con" ect cross lines (Diplomatic/Scoundrel)

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On 12/6/2005 at 9:04pm, Anna B wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Hi I'm the "Dramtic Tea" Designer. *waves*

Elliott wrote:
The game will have a game master, support campaign play (and strongly advise leaving it to 10 sessions tops) and have experience point awards.

Personaly like longer games and would perfer to suport them

Elliott wrote:
You pick two archetypes to create a character: a Culture and a Class (or occupation, or whatever).  There are five cultures we plan on detailing. The New Earthers eschew transhuman tech; the Network can't live without constant interaction through computer implants; the Principality is made up of human noblemen lording over robotic (and bioroid?) serfs, the Leauge are techno-anarchists; and Those Who Learned genetically alter themselves rather than terraform planets.  The classes specialize in Combat, Technical, Rogue (yech, I need a better name) and Diplomatic skills: You get a certian number of skills as "favored," allowing you to purchase them with experience for cheaper, including all of your "class" skills.

Hmmm. . .
Combat: Fire, Technical: Air; Rogue: Earth, and Diplomatic: Water? I think that works, but I'm not sure we want a class system. I was thinking more contuined point build like WW or GURPS

Elliott wrote:
They also have 8 Stats: Agility, Stamina, Reason, Perception, Charisma, Composture, Inspiration/Intuition (not sure what to call it), and Will, rolled in a dice pool with a skill in a conflict resolution system.


For other simmies: That Earth (physical) active and passive, Air (mental) active and passive, Water (socail) active and passive and Fire (Sprital) active and passive.

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On 12/6/2005 at 9:31pm, Anna B wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

xenopulse wrote:
b) I like Motivations and that the reward is tied into them.  The only comment I have is that you will probably have every player try to be part of every single scene because that's the way to gain rewards.  You *could* say that Motivations only refresh for everyone once they are used up for all of them, but there might be other ways to handle it (or you might like it as it is).


I'm not sure how often motivations will lead directly to rewards. We are still working on the mechanics behind this. In general motivation would lead to rewards when they were resolved in a final way. If your motivation is to end the war and you do something to bring this about, or majorly futher this goal then you get a reward. (I need to figure out what happens if the war ends and you didn't do anything to make that happen)

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On 12/6/2005 at 9:55pm, dindenver wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Hi!
  Well, as to the name "Rogue", you are using adjectives for the other classes, use Criminal or Underworld instead.
  What's the theme? Is it that Adding machine to humans makes them less human, or is it that yo can;t stop evolution? Is there a Technocracy theme? Do those who have the most tech rule? Is there a Technoratti theme, where those with the most money and influence benefit from tech while the unwashed masses live still haven't imrpoved? Are all humans treated well, while intelligent machines are treated unfairly like second class citizens?

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On 12/6/2005 at 10:01pm, dindenver wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Hi!
  Oh, and Motivations and Rewards
  Well, you should tie the reward to the motivation, no? If the character is motivated by greed, the only way you can use your motivation is to make more money? I find that these social stats work better when there is a word associated as well.
  For instance Reputation, a number on reputation means nothing, unless a word, like fencer is associated, then higher is beneficial in intimidating. While the word Sexy might give bonuses to Seduction...

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On 12/6/2005 at 11:04pm, tygertyger wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Anna wrote:
I'm not sure how often motivations will lead directly to rewards. We are still working on the mechanics behind this.


WW uses Motivations (in the form of Nature and Demeanor) as an rp hook for the kinds of things that PCs must do in order to refresh a spendable Trait (Willpower).  Something similar could work here.  This gives the player a game-mechanical reward for good rp.

Elliot wrote: I'm trying to figure out a way to implement upgrades that doesn't make people go "Ooh, shiny toys!" and try to min-max the night away.


One option is "cash only," as in mods have to be purchased in play.  This loses some flavor in chargen unless there is a pool of starting cash available for such purchases.  Another way is "cash + xp" to purchase mods.  This requires PCs to acquire resources in play in addition to simply earning xp in order to upgrade.  Again, you lose some flavor during chargen unless PCs begin with a pool of starting xp and money with which to buy enhancements.

Note that the term "mods" doesn't distinguish between cyborg implants, biotech implants and genetic enhancements; the mechanics will run smoother if such things are differentiated mechanically solely by their game effects.  The only differences between the different technologies should be matters of flavor (i.e. how unmodified humans react to an obvious cyborg versus how they respond to a genetic mutant or biotech-enhanced superhuman who looks normal) or trade-offs (cyberlimbs are obvious and don't heal when damaged, but damage to a biotech implant hurts and the thing stops functioning until it heals).  Different kinds of tech should also have different availability in various regions, and some types won't be available at all in some places.  The same applies to legality.  This is a great way to keep power gamers in line.  Some of the really whiz-bang stuff might well be illegal in the places where it's available in addition to readily detectable by anyone with the right equipment.  But in places where the stuff is legal, it might be because they haven't developed it yet.  That's a bit of a problem when you need your sooper-dooper cyberweapon implant repaired. ;)

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On 12/6/2005 at 11:39pm, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

tygertyger wrote:
One option is "cash only," as in mods have to be purchased in play.  This loses some flavor in chargen unless there is a pool of starting cash available for such purchases.  Another way is "cash + xp" to purchase mods.  This requires PCs to acquire resources in play in addition to simply earning xp in order to upgrade.  Again, you lose some flavor during chargen unless PCs begin with a pool of starting xp and money with which to buy enhancements.

Note that the term "mods" doesn't distinguish between cyborg implants, biotech implants and genetic enhancements; the mechanics will run smoother if such things are differentiated mechanically solely by their game effects.  The only differences between the different technologies should be matters of flavor (i.e. how unmodified humans react to an obvious cyborg versus how they respond to a genetic mutant or biotech-enhanced superhuman who looks normal) or trade-offs (cyberlimbs are obvious and don't heal when damaged, but damage to a biotech implant hurts and the thing stops functioning until it heals). 


I am biased against cash systems.  You introduce a cash system, players will split attention between Motivations and making money: more than one game of mine was ruined by vast PC wealth.  Social restrictions are more in keeping with the game - and perhaps paying purely in experience/character points?  Gifts, with no mechanics for flaws, and Gifts can represent equipment as well?  With the advantage of equipment being that you can spend a scene to swap it out for more appropriate stuff.

In the New Earthers, ALL permanent upgrades are illegal, but temporary equipment like augmented reality visors (think 'gargoyle rigs' from Snow Crash) are fine and servile true AI are fine. 
The Principality probably wouldn't like advanced AI or cybernetics but would think that biotech is fine.
The Network LOVES cybernetics, especially mechanical telepathy (AIM/cell phone in your head sorta thing.)
You can get anything in the League if you can track down a friend of a friend of an enemies enemy
Those Who Learned mandate adaptive biotech in all citizens. 

The problem with this is the min-max thing; I can already imagine that people will angle to be friends with the Free Transhuman League.

Access.  It's about social access and wheedling what you want out of your superiors.  I might have to tighten the focus of the game somewhat: I KNOW that I want the first campaign I run to be about the diplomatic corps of several planets meeting at a neutral station to prevent, or at least postpone, a war with the potential to escalate to "you drop a rock onto my homeworld, I'll drop a Black Goo Bomb on yours."  Sort of Bab 5 meets Ghost in the Shell.

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On 12/6/2005 at 11:55pm, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

dindenver wrote:
Hi!
  (Snip)
What's the theme? Is it that Adding machine to humans makes them less human, or is it that yo can;t stop evolution? Is there a Technocracy theme? Do those who have the most tech rule? Is there a Technoratti theme, where those with the most money and influence benefit from tech while the unwashed masses live still haven't imrpoved? Are all humans treated well, while intelligent machines are treated unfairly like second class citizens?



It depends on the culture, but "you can't stop evolution!" is the default theme - as is "We have met the aliens, and they is us." Ultimately, whether shedding your body makes you less human is up to the players and will be reflected in thier choice of Motivation shift.  (I've not played a game yet with a good Humanity mechanic, although note I have yet to play Sorcerer.) Mostly it's about cultural clashes.

In the Principality and the New Earth Republic, machines aren't even citizens: among Those Who Learned they're second class citizens: among the Free Transhuman League they're equals: in the Network they arguably RULE (the computer is your friend, trust the computer).  Genetic engineering is anathema to the Republic, the domain of the highest nobles in the Principality, mandatory for TWL, a non-issue in the Network where everyone wants to upload thier mind and escape thier bodies anyway, and an art form for the FTL.

Space opera meets transhumanism here: optimistic but not naive is the goal.  One thing I'd like to do is have a cold war setting: they're fighting over what's left of Earth, which is kind of sliding towards an Ice Age.  (Anna and I kind of disagree on whether Earth should be around still.)  I want this to support dramatic diplomatic luncheons to discuss trade routes into League space as well as screaming battles where you fire all starboard electromagnetic kinetic cannon and deperatley try to reprogram and reason with your AI fightercraft on the fly.

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On 12/7/2005 at 12:30am, Anna B wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

tygertyger wrote:
Anna wrote:
I'm not sure how often motivations will lead directly to rewards. We are still working on the mechanics behind this.


WW uses Motivations (in the form of Nature and Demeanor) as an rp hook for the kinds of things that PCs must do in order to refresh a spendable Trait (Willpower).  Something similar could work here.  This gives the player a game-mechanical reward for good rp.


I've never gotten that to work. I suposed some that could just be game size. I had difficultly remembering what Legacy everyone had. (I used to run I small Changeling LARP). I suposse this could be problem with motivations too. But hopefully they will come up in play often enough that players won't forget. Legacy or Nature and Demeanor never seemed to matter much after character creation.

Besides at the moment motivations are spendable. You can use your emotional drive to get things done. They shouldn't refresh themselves.

And El you can destroy the Earth if you like (and everyone else agrees.) I'll just be sad about it. I like the earth.

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On 12/7/2005 at 10:33pm, nikola wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

I'm going to propose something you're not going to like, Elliott. I promise you I'm bringing up these ideas because I think they'll help you make a better game.

Don't have classes, skills, or a stack of eight stats. These are things I think you're doing because they're like other RPGs you've played, not because they're good ideas.

Instead, have Motivations and Modifications. You stats should be useable, but need not be perfectly descriptive. Motivations are human desires, like love, money, power, and the survival of one's offspring. Modifications are things that make these people different from you and me; they can be robot bodies or powerful philosophies. Stats serve a solely mechanical purpose, but you probably want to color them lightly.

Think about how you want the game to work, rather than starting with this stuff. Think about your themes, which will no doubt be about the nature and definition of humanity. Only have stuff in the system that has to do with that. If, indeed, the theme is "You can't stop evolution!" then perhaps episodes should be one session in length, returning to the story a generation on. Every time a character dies without fulfilling hir Motivation, you know that the principles embodied in that character aren't going to make it to the next round. The next character that player plays will either be of a dominant genotype or part of a failing one, with a chance to mutate and change for the next episode.

Above all, don't penalize players for the exit of their characters, through death, irrelevance, or whatever. Keep resources (character points or whatever) in the hands of the player, not the character. You get just as much storytelling power from being part of a failing genotype as you do for being part of a successful one; you can just do different, probably sadder, stuff.

Resolution is totally broken in it, but you might want to check out v. 0.1.0 of my current project, Shock: Social Science Fiction. It discusses humanity mechanics at one point. The game works great right up the moment you start doing stuff, so check out the World Creation phase and the Praxis Scales for ideas about what you're doing. I wish I could recommend just using the game for what you want, but it's too broken.

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On 12/8/2005 at 2:49am, Elliott Belser wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Not having classes, skills, and predefined stats?

...that actually seems extremley sensible, if problematic.  The game isn't about that, you're right.  The game is about A) What does it mean to be human?  And B) How will human societies interact? 

I DO want there to be an identifiable game world, but I could just make it very lightly Sim, and say "These are the only things that you have to take on thier own terms."  I still want to have my 5 Cultures, if only as examples of how to build characters.

Motivations and Modifications... as the only stats, you mean?  Player defined?  What do you mean by "color them lightly?"

Point taken about playing a character of a people fading into irrelevance or dying - it should be an opportunity for tragic play.

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On 12/8/2005 at 4:30pm, nikola wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Elliott wrote:
Not having classes, skills, and predefined stats?

...that actually seems extremley sensible, if problematic.  The game isn't about that, you're right.  The game is about A) What does it mean to be human?  And B) How will human societies interact?


OK, so how do Protags demonstrate what it means to the players to be human? What do they do?

There should be some sort of culture shock mechanic, maybe? Societal interaction should be built into the scenario creation rules, probably.

I DO want there to be an identifiable game world, but I could just make it very lightly Sim, and say "These are the only things that you have to take on thier own terms."  I still want to have my 5 Cultures, if only as examples of how to build characters.


OK, but I would build them with interesting synergies, rather than "Elves hate Dwarves" kind of stuff. I realize that's not what you're doing, but that's the Cyberpunk "Empathy" solution to culture clash.

Motivations and Modifications... as the only stats, you mean?


I didn't mean that, but it's a good idea.

Player defined?


See "Traits" in Dogs in the Vineyard if you want to do it this way.

What do you mean by "color them lightly?"


Well, assuming that they're not the central elements of a character, assuming that they're instead the bare minimum a character needs, they really should be thought of first in mechanical terms. Once you do that, you'll find you don't need a huge string of them. Then name them whatever you want.

Point taken about playing a character of a people fading into irrelevance or dying - it should be an opportunity for tragic play.


Yeah. Tragedy seems to be a favorite of mine lately, so it's probably coloring my advice.

I don't know if you've already seen it, but it bears repeating that this post is pretty handy.

Lest I neglect that world creation is an important part of this (and I agree — world creation is very important, particularly given your Schismatrix inspiration. Don't forget, though, that those are a bunch of short stories that build on one another. Sterling didn't plan out everything that was there, then traipse his characters through; he created as he went. Just like any decent GM does. I think you've hit on the right idea when you say that you'll keep your five cultures and make other stuff up on the fly: the cultures are there to apply pressure on each other as long as the protagonists are in the middle. Other stuff will stem from that, and I recommend that it does so on a case by case basis, during scenario creation.

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On 12/9/2005 at 11:53am, Adam Dray wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

I think you need some kind of way to capture the ups and downs of being more than human. Modifications should come with advantages and disadvantages, and you should let the player write them. Letting players write their own allows them to Address Premise with their character.

Perhaps some kind of player voting system will reward players for bringing in cool ads and disads of their Mods during play. Also, some kind of static reward for bringing a Mod into play, like keys in The Shadow of Yesterday.

The way I approach design is to think: What is the game about? How do I get players to do that? What tools do they need to express it? How do I reward it?

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On 12/9/2005 at 2:23pm, nikola wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Adam wrote: I think you need some kind of way to capture the ups and downs of being more than human. Modifications should come with advantages and disadvantages, and you should let the player write them. Letting players write their own allows them to Address Premise with their character.


I started off being against this, and now I'm for. Again, I think a Dogs In The Vineyard-Like system of Traits is what's called for.

Perhaps some kind of player voting system will reward players for bringing in cool ads and disads of their Mods during play. Also, some kind of static reward for bringing a Mod into play, like keys in The Shadow of Yesterday.


... or Minutiæ in Shock:.

The way I approach design is to think: What is the game about? How do I get players to do that? What tools do they need to express it? How do I reward it?


Adam's right. Think about this mechanically, as in, "What do I want the players to be able to do? How can they do it?"

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On 12/9/2005 at 5:52pm, dindenver wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Hi!
  OK, what do you consider to be the real world effects of these implants and modifications?
  If you could see better than humans, how would you act differently than them?
  If you brain was digitally enhanced, faster with better retention and recall and you knew it, would it effect you psychologically?
  What if you knew you could make a backup of yourself and could never die, could you even relate to humans?
  In Cyberpunk 2020 the mechanics assume that there is only one reaction, superiority and disdain for your fellow man. Do you agree with this assessment? Is there no other reaction possible?

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On 12/9/2005 at 6:29pm, Adam Dray wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

dindenver wrote:
Hi!
  OK, what do you consider to be the real world effects of these implants and modifications?
  If you could see better than humans, how would you act differently than them?
  If you brain was digitally enhanced, faster with better retention and recall and you knew it, would it effect you psychologically?
  What if you knew you could make a backup of yourself and could never die, could you even relate to humans?
  In Cyberpunk 2020 the mechanics assume that there is only one reaction, superiority and disdain for your fellow man. Do you agree with this assessment? Is there no other reaction possible?


Dave, I think Elliott is not well served by those questions. Maybe I'm wrong, but I think the type of game he is trying to write asks the players to answer these questions. If his game answers them -- directly, in the form of game mechanics that support Humanity or something like that, or even indirectly -- the game does those players a disservice.

The trick is to write game mechanics that allow the players to ask those questions and answer them during play. That's when interesting play and fascinating discourse occur.

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On 12/9/2005 at 6:37pm, nikola wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Adam hits it again.

The Motivation mechanic, whatever you come up with, will work here, but let the players fill in the blanks.

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On 12/9/2005 at 9:19pm, Sean Craven wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Hey, Elliot!

"You usually start by risking your dignity in some way. "

When I read that, it suggested the possibility of a prestige or 'face' mechanism. And as soon as I thought of that, I remembered another semi-transhuman novel you might want to take a look at. It's called Down And Out In The Magic Kingdom, and it takes place in a near-future Disneyland. It's more or less a posthuman conflict for the soul of the Haunted Mansion...

Anyway, in that setting the economy is based on a sort of popularity contest -- the more people think well of you, the more affluent you are. It seems that a varient of that notion might work well in the setting you're talking about. One aspect of the setting that would impact that strongly would be the degree to which there is open information between the cultures. As an example, is there an internet analog that all cultures make use of? Of course, that would have some serious limitations in an interplanetary setting... But think of the ways pop culture transcends 'real' culture in our world, in terms of crossing national boundaries and so on. Then again, what makes a character admired in one culture might be anathema in another.

I suppose that what I'm failing to say here is that we're starting to get to a point where Andy Warhol's fifteen minutes of fame is turning into a condition where everybody is a media figure to one degree or another. When you can Google yourself and get results, then aren't you a star? Sort of? And if communications technology, information storage, and public surveilance keep on developing...

Oh, and Vacuum Flowers by Michael Swanwick is another seminal novel in the posthumanist canon. And while the science is weak, Great Mambo Chicken And The Transhuman Condition provides some interesting details and characters that you might want to look at.

Yours,

Sean Craven

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On 12/9/2005 at 9:55pm, nikola wrote:
RE: Re: [Humanity Beyond Earth] A nar/sim transhuman space opera.

Sean wrote: Anyway, in that setting the economy is based on a sort of popularity contest -- the more people think well of you, the more affluent you are.


See, also Distraction by Bruce Sterling, speaking of Transhumanism.

I'm not sure you want to build something like this in; you've got a bunch of cultures who may or may not care about this.

What I thought of with your "loss of dignity" mechanic is Trollbabe's increasingly meaningful rerolls. It's free from the Adept Press site.

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