Forum changes: Editing of posts has been turned off until further notice.
Started by Resonantg, August 10, 2005, 05:45:07 PM
Quote from: xenopulse on August 10, 2005, 06:25:08 PMMDB,That sounds neat, but I'm not sure what you're asking... I'll just assume for now that you are looking for ideas on how to do this? If I was to create a system like that, I'd probably do it like FATE's aspects that can be triggered by the GM, not like combat at all. In this case, you'd get infected with a certain memetic belief. The GM can trigger that belief in applicable situations. You can resist acting on it, but it'll cost you. And if you act on it, you'll be rewarded. That seems like a good way to represent pressure without taking choice away from the players. You just need to figure out what your reward/penalty mechanism is.
Quote from: Resonantg on August 11, 2005, 12:51:18 PMAs for what the characters do, it depends on what the players want to do and what the GM has planned to happen.
Quote from: Resonantg on August 11, 2005, 12:51:18 PMTo Larry:As for what the characters do, it depends on what the players want to do and what the GM has planned to happen. For instance, if all the players are Rejects from a certain empire, they have a whole set of issues that face them. Integrating to their new home, finding a way to make a living, and all the myriad complications of now living in a pretty imperfect and chaotic society with very few of the controls they were once used to that made life safe and good. In this manner, it's sort of like "Twilight 2000", where you're told "you're on your own, good luck." but not totally.
QuoteNow it's worth pointing out that memetics currently holds a dubious status as a legitimate academic discipline. Critics argue that all of this stuff could be more usefully described in terms of neurology and social sciences. All this means is that memetics is wonderful stuff for science fiction, since you get to assert that it is a functional science. It works. Its effects upon society are obvious. And frankly, the consequences of a well-developed system of memetics are mind-altering, since it can blow a lot of basic human assumptions about belief and self to pieces. And that in itself is a cool theme to explore.
QuoteHonestly, I'd throw out detailed combat rules in favor of memetic combat, but you may really desire to show off that miltech.
QuoteIn the earlier thread you mention a differentiation between core values and the latest pop fad. This strikes me as completely missing the value of memetics -- that every transmissable mental element breaks down to some common something.
QuoteI would treat each meme or memeplex a character possesses as a sort of mini-character. (Like a Pokemon! *shiver*)
Quote"Killing my family is wrong" - Size: low Res: very high Prop: ???Budweiser frogs advertisment - Size: low Res: low Prop: highRoman Catholic dogma - Size: high Res: high Prop: low (in OA, at least)And these values would change by individual, like if the memeplex is constantly expanded through study its size would increase.<and>I wouldn't get too tied up with meme<->belief either. It's quite possible for someone to intellectually understand and communicate beliefs that he doesn't personally hold to be valid. Saint Augustine infused Christianity with a plethora of pagan ideas by simply refuting them at length.
QuoteYou at thi spoint I could propose the following: us the memetics primarily in the character generation subsystem. It is part of character definition, setting definition. It makes hte character more of a walkin' talkin' representative of their home culture. In this context you probably don't need a really developed system for governing memetics so much as one for governing the individuals ability to endorse or refute a given poisition.
QuoteA lot of the time, it's hard to spot this coming out in the design, especially if you're very close to it. The easiest way to do this is probably to look at the games of OA you've played and look for the similarities between sessions, in terms of the goals of the PCs, in terms of the structure of the session. That should help clear up the point you're designing toward.