Showing posts with label leaping. Show all posts
Showing posts with label leaping. Show all posts

Tuesday, 6 May 2014

Can you BECOME a random generator?




When I was being a big hippy playing story games whenever I needed to generate something and there was no point where dice needed to be rolled and no random table, this is what I would do;

I would look off into the middle distance. I would imagine everything about the game world that I could, try to hold as much of it in my mind at once. I would try to hold it uncategorised, the pieces would not be consciously arranged by type or ordered in hierarchies.

I would try to imagine the active elements, all the people and monsters, but also weather systems and plots and nations, in a state of half-completion.

That is, someone in the middle of getting off their horse, one leg slung over, weight shifted, already almost inevitably on their way down. Not frozen in the action in the same way as a photograph would freeze it, but held, not looping through the same thing but with time stilled.

It sounds complicated when you try to put it into words but when you run it through your mind you realise that you can imagine the essence of a movement without it being like a snapshot in your head, or like a repeating gif, you can just recall the nature of the movement itself.

Anyway, that immanence of something being about to happen but no absolute guarantee as to what is how I would try to imagine the active living things.

Sensual aesthetic things are important too. How would the ash-stained snow feel? What does it smell like, how to boots crunch walking through it.

So I would hold this all in my head as intensely as possible and, this is the important part, for as short a time as possible.

As much as I can, in as much depth as I can, absolutely without forcing it to any particular decision. Something will then rise to the surface. it must be two things, it must have the right fit, and it must be unexpected. It must genuinely surprise me. That shock is important.

It’s a kind of a paradoxical thing, the shock and the rightness. You must think 'of course that would happen' but you must also be surprised.

The whole thing shouldn't take more than 5-15 seconds, if it has gone on too long it has probably failed.



Now obviously, looked at rationally this is not a random generator of any kind. Everything there came from inside my head. There was no outside force.

But it _felt_ random. At the moment of creation it was unexpected.

You can't roll dice inside your head, but all dice really do it bounce about in gravity and air. You could argue that if you knew all the physical forces acting on the dice at the moment of the throw then you could calculate the exact result ever time. You could go further and say that if you knew all the circumstances in which the dice were thrown, with a god-like knowledge, then you could still predict the result.

Does a vast number of powerful idea's and potentials colliding in the human mind have more or less potential for a random result than a platonic sold falling through the air?

I would submit that if the dice can genuinely be random then the mind can, in some circumstances, be random as well.



Counter-arguments?

The mind takes in ordered information and all it does is create order. You cannot get randomness from mashing different kinds of order together.

(Maybe you can? The dice analogy again.)

Just because something feels like a surprise that doesn't mean it is one. There are lots of levels operating below your conscious mind and one of them will simply hand you the result it thinks you want.

(Maybe if there are lots of levels and inner factors in the mind, and I bring as many of them into play as possible as quickly as possible, then it gets more random, not less?

If one person works for you in an office and you keep asking them questions the answers will not be random but if a hundred people do and you force them all to leap into unexpected work that is unfamiliar to them without specifying an exact answer and then take the first good result, that must be more random at least.)

The mind creates patterns, it’s impossible for people to generate a bunch of random numbers without there being some pattern to them, that's how codes get broken. If you can't generate simple random numbers what makes you think you can generate more complex structured forms of information and have them be random?

(Numbers are alien to the mind. It is bad at numbers. It is good at complex 3d environments, complex social situations, interesting objects that can be grasped in the hands and highly distinctive living beings. This is the natural programming language of the mind. So using this language will allow you to manipulate and combine much more data than simply using numbers, human processing capacity improves the further from abstract data you get so even though you can’t create a string of purely random numbers your capacity to create a random event, with powerful and energising constraints, in conjunction with the processing capacity of other people who are also doing what their minds are naturally good at, might be much higher.)




I would argue that in the right conditions you can use your mind to generate something at least as random as the throw of a die.





Monday, 14 April 2014

Vornheim Streetfight



Joey wanted this; "Contest rules for a bare-knuckled Warlords of Vornheim variant (ie NO EQUIPMENT) that makes level differences less of an advantage for higher level pc's without ignoring level completely. Rules can be either diegetic (set by an in game authority), a B/X or LotFP hack, a mix of the two, or whatever you think is best.?"



So it has to be fast, because it’s a fistfight. And it has to be rigorous enough. But, it can't have a list of actual moves like that one Jeff was using a while ago, because that means looking things up and looking things up takes time.
 

So how about this;

RULES

Two people only.

No eye-gouging.

Human standard limbs only, no spikes etc.

No armour, no equipment, no magic equipment. Tattoos and whatever disabled for the duration of the fight.

Thieves get climb, backstab bonus and damage if opponent can't see the limb they are striking with. Plus all other skills if they can find a way to use them.

Magic-Users and Clerics get spells but if a spell does any HP damage they are disqualified. Summoning living things is also out.

Killing other PC gets you nothing. (Except with exceptionally evil crowd, see below.)

DM may have optional concussion and limb-breakage chart for zero HP.




THE CORE IDEA

One round is ONE SECOND.

Each round both players roll a d20 at the same time.

This is the ONLY die they will roll this round, no others may be rolled, this counts for everything that happens in that second.

The player with the lowest d20 roll chooses their action first. 

If they try to do damage in any way the roll counts as an attack roll against AC.

A standard blow against AC does d4 damage.

In special circumstances (ie lying in floor, woozy, head unguarded) the DM may raise this to a d6 or allow it to explode, possibly more than once. This should be RARE.

If they try to do anything that is not directly damaging then it’s a roll-under stat.

Almost anything can be allowed if it makes sense and can be done in one second with their exact body positions.

You have around ten words to describe what you are doing so if someone* bangs on like an idiot about physics or some kung-fu film they saw once then the DM may award fee extra actions to the other guy.

So if you are a weaker player and roll low you can shout BLOCK and, if you roll under the right stat, deflect damage. You may be pushed back or suffer non-harm effects if the attack roll exceeds your AC by 5 or more, or is a crit. But you will not take HP damage.

CRITS

Get you kung-fu bullshit and bonuses to damage like in a normal game but still cannot inflict HP damage through a normal block.



STATS

So much stuff you can do with stats, just remember exactly what the bodies are doing in 3d space. That, and the one-second round should narrow the options enough to tell you what to roll.

Nothing I can come up with here is going to be better than what you come up with on your own.




IF THEY DISAGREE ABOUT WHAT IS POSSIBLE

Whoever can give the most reasonable, most coherent, least bullshitty and shortest explanation of what their body and limbs are doing in 3d space will be favoured by the DM in case of a dispute.



KNOCKOUT

Zero hp is knocked out. Anyone can pull a Rocky and come back with a successful CON roll. They get hp = the amount they rolled under.

(If they do it in a dramatic and cool enough way.)

The other fighter can stop this if they have a move free and if they are a dick.

If there is a damage and concussion table then every knockout is a roll on that.



WHERE

This all happens in a FLAILSNAILS game world and it has consequences. Nothing happens in some bullshit 'fightspace'. It is a specific place and a specific time.

The World-owner is the ref and DM.

Weaker player can request home turf or special environment if challenged.

3d environments will favour thieves.

DM has final say over setting, should be like Street Fighter, anywhere in game world. Big crowd. Possible scenery at thier discretion.

Non-fighting PC's in the crowd can try shennanigans but see below, they get one action every six rounds of fighting.

AND THE CROWD WILL NOT BE HAPPY




WINNING AND LOSING

Winner gets XP = (opponent level x 100)

If a lower level character wins they can time this again by the diff between levels.

So if Lvl7 Malice beats Lvl7 Nack, Malice gets 700xp.

If Lvl1 Diraq beats Lvl7 Malice he gets 700 x 6. 4200 xp.




BETTING

DM plays the bookie or NPC to set odds in-game.

You can bet ANYTHING the NPC in question thinks is reasonable. A million in gold, hand of a princess, your left hand, your child's life, anything.



MONKS

Monks keep all their extra kung-fu shit.

Monks fighting non-monks will be carefully watched by their temples and their behaviour monitored. They are expected to behave extra-honourably if good and win super-easily if bad. Like, without taking a mark.

The DM will tell you what your temple expects and if you fuck it up you may get nothing even inf you win.



REPUTATION


Street Fights are watched much more closely than normal D&D fights and the reputation you earn in them spreads fast and sticks hard.

If you show flair and elan, even if you lose, you can win the crowds respect. Of course this depends on the crowd and the culture.

Generally if some skinny little nerd goes toe to toe with a tough fighter and takes their licks without being a baby about it then they can get a name in the crowd culture, respect and pats on the back in bars and a bonus to rolls in the future.

If some scumbag plays the heel, throws sand in their opponents face, doesn't give them a chance to get back up, or behaves in a way not respected by the crowd, they quickly get a reputation as a shitbag.

Unless the crowd is evil like in the chaos wastes or somewhere, in which case they may respect cruelty.

Most 'savage' races are more honourable than sadistic but some are not, and some are just crazy.


*Naming no names Zach Marx Weber and Joey Lindsey

Thursday, 2 January 2014

Karma Awards Otherpool



(I have converted these from the American values to UK culture.)
(If you think this is a bit racist, immoral and oblique, I didn't invent this culture, England did.) 

Save People +20

Stop Baddies +30
Stop Foreigners +30
Protect The City+ 20
SAVE THE QUEEN +100

Local Conspiracy (Stop, Prevent or Carry Out) +50
National Conspiracy (Stop, Prevent or Carry Out) +40
Global Conspiracy (Stop, Prevent or Carry Out) +30

Rescue Hot Girls +30
Rescue Kids +40
Rescue Helpless Pets +50

Recruit for Uggly Face Clubb +30
Recruited By Uggly Face Clubb +100
Not Flaking On Mates +25
Skive On Mates -5
Skive Your Job +10
Get Fired -30

Stand Up To More Powerful Foe On Point Of Principal +50
Defeat Obviously Weaker Foe -40 (Bad Sport)
Look Sad On TV Post-Defeat (yours) +30

Role-Playing +5
Showing Off -10
PUNS -5
Sarcasm +10
Irony +15
Undercutting Pomposity Of Superior Foe +30
Surreal Oddness In Dangerous Conditions +40

(US version had this all backwards, 5 points for humour and only one kind)

Commit Violent Crime -60
Commit Violent Crime Against Violent Criminals +60

Commit Destructive Crime -40
Commit Destructive Yet Hilarious Crime With No Casualties +40
Embarrassing Police +10
Killing Police -50
Robbery Of Normal People -40
Robbery Of Rich With No Casualties +40
Publicly Looking Cruel -30
Accidental Deaths Of Immigrants – no effect

Theft From Poor-20
Fancy Heist From Insured Corporation +30

Embarrass Government +20
Betray Country -90
Bullying -50
Allow Other Crimes - no effect

Destroy Property -5/Area
Public Defeat By Superior Foe –no effect
Public Failure, Ironic Quip +30
Private Defeat -20
Stiff Upper Lip +35

Death –no effect
Death (Borderline Cases) +50
Speak With Ghosts First Time +30
Experience Time-Slip +40
Create Imaginary Para-Reality +90
Leave Country -50 

Thursday, 5 December 2013

Otherpool Session Four, Fake a Siezure at the Race Riot

Soo, Nigel Reptile escapes from riot via leaping. Meets Carter, D&D dropin, giant armoured Rune Knight helpfully incarnated on handy rooftop. Both threatened by police. Nigel Reptile succesfully starts race riot as distraction using old 70's green lantern speech.




Speech noted down by reporter from the Callisto. (Aliexi Sayle?)

Go back to Nigels hotel. Rapidly informs Carter, Bill & Ted style about 2th century. Decide to 'stake out' vaguely asian street gang.

See worlds most beautiful woman escorted to gang area by posh creep.

Nigel Reptile uses bullshit to persuade WMBW to come with him.

All parties end up in Casino. Nigel reptile plays blackjack against Oscar Graham, posh creep. Graham wins easily. Raises stakes with threat to life of WMBW.

Marta Peterson possibly not your idea of WMBW, but its not your world.

Nigel Reptile FAKES A SIEZURE (2nd time this has happened in alt-liverpool game) Reptiles plan fails badly. Grabs Oscars gun via leaping. Does end up forcing WMBW 'Breathtaker Kinkade' to break cover as secretly evil. She flees.

Carter effortlessly beats the shit out of Oscar Graham.

Leave casio to find Kinkade in arms of Police Captain Fitz. Persuade captain to take Kinkade to his personal home as 'this one goes right to the top'. Lie to and manipulate stupid cops in discussion over whether thumbs count when taking fingerprints as not really a finger.

Decide to follow captain to his home. realise they have no transport (2nd or third time for this as well.)

Continue adventure via taxi. End up in Chester. Approach Captains house secretly.  Call MI5 for proof of Kinkades evil assasinating ways. Prepare for assault via stealth.

Carter becomes giant. Smashes through 2nd floor window shouting about assasins being after suspect. Wrestles naked scotsman. Nigel reptile faces off with Kinkade. uses bullshit and siezes phone. Escapes, via leaping.



THEN Assassins attack for real. Kinkade shot, reptile saves life of Kinkade. Kinkade begs for help. Carter effortlessly smashes the shit out of phasing assasin  Reptile chases gunfire from the north.

Finds random desperate Tramp wielding old-pattern rifle. Bravely disarms tramp by snatching rifle from his hands.

BUT THE RIFLE WAS THE SAME ONE THAT KILLED KENNEDY AND IS POSSESSED AND HE FAILED HIS PSYCHE ROLL SO NOW HE IS EVIL AND MUST KILL

Game ends. For now.

Lessons (high level D&D fighter with some magic easily capable of holding his own in superhero world.) (Plate armour reallyfucking powerful, may change.)

{Leaping: The hero can leap with Leaping power rank ability instead of Strength . This power will always be at least one ran k greater t han the hero's Strength , and if rolled lower is increased to this level.}