A bit of Labyrinth inspired this, a new card for the fundamental laws deck, no. 17. It's not as unusual a concept as some of the others in there, but could still get pretty weird.
It's left up to the players to decide how weird exactly, and which approach to dimensions to go with. For anyone wanting to go off on a tangent in more general terms too, have a browse of the whole deck for ideas. Most of what you need to know to use it is here.
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Showing posts with label Fundamental laws of a fictional universe. Show all posts
Showing posts with label Fundamental laws of a fictional universe. Show all posts
Monday, 22 August 2011
Monday, 14 March 2011
I like pi too
Something for today. Far too late though - it really should have been posted at 3:14 pm.
All you need to use it is here, except the rest of the deck so far, which is here. We're up to 16 now, passing a likely magic number for the pdf, but there'll be another along.
A geomorph too. I've never seen one with such a large circular room that I remember, and the columns ought to make it even more fun. I still have no firm idea of the correct proportions so I'd be grateful for any guidance. If you're looking for a pattern, there are three rings, represented by what could be thought of as points, in one room, and with four central, but after that it definitely breaks down.
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All you need to use it is here, except the rest of the deck so far, which is here. We're up to 16 now, passing a likely magic number for the pdf, but there'll be another along.
A geomorph too. I've never seen one with such a large circular room that I remember, and the columns ought to make it even more fun. I still have no firm idea of the correct proportions so I'd be grateful for any guidance. If you're looking for a pattern, there are three rings, represented by what could be thought of as points, in one room, and with four central, but after that it definitely breaks down.
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Tuesday, 8 March 2011
Fundamental laws of a fictional universe (8)
This one is right for the recent challenge and changes. We can do it all ourselves.
Update: Maybe, but there's now another card, here, in a post outside the series.
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Tuesday, 1 March 2011
Fundamental laws of a fictional universe (7)
Two more fictional universe cards for gaming, these inspired by the last triffle and the exchange with Paul's Bods on spiralling craziness. These still don't go quite far enough for my liking so the 'Getting out of the boat' series will hopefully find space for more.
This time too, see if you can identify the sources of the quotes in the titles.
If you like the idea, some of the previous cards in the series are just as weird or weirder. There are 12 more - two here, two more here, one here, four here, one here and two here. I'm claiming no copyright on any of them.
All of the supplementary information then, copied, pasted and updated from the last, but also reorganised and expanded with a suggested procedure, after meandmythinkingcap asked about this in the comments to the last.
All of the supplementary information then, copied, pasted and updated from the last, but also reorganised and expanded with a suggested procedure, after meandmythinkingcap asked about this in the comments to the last.
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Thursday, 17 February 2011
Fundamental laws of a fictional universe (6)
Two more fundamental laws cards, inspired by recent posts on identity, especially the discussions of naming in fiction and of ourselves, the arrival of the Grey Knights and the nature of choice, specifically re the D2, but also the deep thought on the nature of life.
As ever, I challenge you to identify the sources of the quotes in the titles. I think it's a little trickier this time than usual.
The usual supplementary information now, copied, pasted and updated from the last.
If you missed the earlier cards (ten in total - two here, two more here, one here, four here, and one here), the idea is to allow the big events of fiction into your games, to break down the barriers in how we define game types, to identify recurring tropes as the first step to moving beyond them, possibly by making them so familiar we've had all we can take, and even to recognise both us in the game and the scope of fiction.
As ever, I challenge you to identify the sources of the quotes in the titles. I think it's a little trickier this time than usual.
The usual supplementary information now, copied, pasted and updated from the last.
If you missed the earlier cards (ten in total - two here, two more here, one here, four here, and one here), the idea is to allow the big events of fiction into your games, to break down the barriers in how we define game types, to identify recurring tropes as the first step to moving beyond them, possibly by making them so familiar we've had all we can take, and even to recognise both us in the game and the scope of fiction.
The aim is to have them useable in both wargames and roleplaying games, and ideally any game type. They're unlikely to be anywhere close to balanced, and could have effects dramatically different across systems, but that's part of the fun. Dare you risk it? Definitions are in the first instalment. I'm claiming no copyright on any of the cards.
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Monday, 7 February 2011
Fundamental laws of a fictional universe (5)
A new fictional universe card, inspired by the continuing discussion at the D1 post, where it seems we've defined the D0, D1 and fractional dice, but not yet negatives.
As before, naming the movie quoted in the card title is the extra challenge.
If you missed the earlier cards (two here, two more here, one here and four here), the idea is to allow the big events of fiction into your games, to break down the barriers in how we define game types, to identify recurring tropes as the first step to moving beyond them, possibly by making them so familiar we've had all we can take, and even to recognise both us in the game and the scope of fiction.
The aim is to have them useable in both wargames and roleplaying games, and ideally any game type. They're unlikely to be anywhere close to balanced, and could have effects dramatically different across systems, but that's part of the fun. Dare you risk it? Definitions are in the first instalment. I'm claiming no copyright on any of the cards.
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Sunday, 23 January 2011
Fundamental laws of a fictional universe (4)
It's been a while since I made up any fictional universe cards, so here are four more, inspired by the amazing response to the list of portals, and the concepts involved, especially time travel and dimensions.
To these three I'm adding a fourth, also inspired by talk of other worlds: recognition of us in the game, and of the scope of fiction. The final card in this batch deals with this.
The idea is they work with any game type, but especially with wargames and roleplaying games. I know they're not balanced and the effects can vary dramatically from system to system. The unevenness is part of the fun - think of them like badly-made dice. The definitions are in the first instalment. I'm claiming no copyright on this batch either.
You can have fun guessing the source of the quotes in the titles too.
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Thursday, 6 January 2011
Fundamental laws of a fictional universe (3)
Linked with the ongoing and perhaps endless discussion of breaking the mould, if you're a 40K player - and especially a 40K roleplayer - you might be interested in what JB at B/X BLACKRAZOR has to say on Stars Without Number.
On the subject of settings, but fantasy, and for D&D in particular, I direct you to some thoughts on essences at the stimulating Gorgonmilk. Have a good look around the blog while you're there - it's a breeding ground for the less than usual.
As for the fundamental laws of fiction, here's another card for the deck. The first two are here, and the next here. The latest is to get some interaction going among the cards themselves. There's no copyright on this either for the same reason as before.
On the subject of settings, but fantasy, and for D&D in particular, I direct you to some thoughts on essences at the stimulating Gorgonmilk. Have a good look around the blog while you're there - it's a breeding ground for the less than usual.
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Wednesday, 5 January 2011
Fundamental laws of a fictional universe (2)
There's a bold venture on the cards at Ostensible Cat and I'm behind it all the way. It's clear Johnathan wants not just a new game, but a new kind of game, one breaking new ground. It must be possible. For an existing game that doesn't necessarily fit the mould, see Harald's review of Itras by at The Book of Days. Synapse looks very promising too.
How would this affect those fundamental laws of a fictional universe? Well, I'm not sure they'd be so easy to lose. They're extensions of our nature after all, our expectations of a story and our willingness to pay with time and money, whether it's a story in cinema, literature or gaming. To change those expectations and that willingness we have to change ourselves. A noble mission, and not such a strange one at this time of year.
Here then are two more cards for the growing deck. The aim is manifold: first to allow the big events of fiction into your games; second to break down the barriers in how we define game types; third to identify recurring tropes as the first step to moving beyond them.
How would this affect those fundamental laws of a fictional universe? Well, I'm not sure they'd be so easy to lose. They're extensions of our nature after all, our expectations of a story and our willingness to pay with time and money, whether it's a story in cinema, literature or gaming. To change those expectations and that willingness we have to change ourselves. A noble mission, and not such a strange one at this time of year.
Here then are two more cards for the growing deck. The aim is manifold: first to allow the big events of fiction into your games; second to break down the barriers in how we define game types; third to identify recurring tropes as the first step to moving beyond them.
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Sunday, 2 January 2011
Fundamental laws of a fictional universe (1)
Not such a long time ago at a blog not so far away, the The Angry Lurker put up this image of Luke's proton torpedoes entering the Death Star. As I mentioned later at the D6 post here, my comment was this: "It's a fundamental law of a fictional universe. You can't get round that kind of thing." At the D6 post I explained the thinking by saying "that is what we're talking about here - fictional worlds. A DM/GM and players may not be operating at high magnifications, and may not need to. I'd argue the range of options we expect in any given situation - and are happy to be given - are fewer than we'd think."
Since then I've come across the idea in all kinds of places, notably in the prototype mashup machine at The Lost Continent and in some thoughts on fantasy tropes at The Ostensible Cat. Cyclopeatron has just covered major influences, and the list is worth exploring. I was recently introduced to Seventh Sanctum and that site does this kind of thing very well - you might need your imagine much less for knowing about it.
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