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06:40, 19th April 2024 (GMT+0)

OOC: The Construction Zone.

Posted by GM LuluFor group 0
GM Lulu
GM, 5 posts
Tue 3 May 2022
at 02:27
  • msg #1

OOC: The Construction Zone

This is where we ask questions about the game and discuss its mechanical and lore aspects, as well as pretty much anything else! You can also talk to me on Discord for faster although probably less detailed replies: LoonyLadle#7465
GM Lulu
GM, 7 posts
Sat 7 May 2022
at 02:30
  • msg #2

OOC: The Construction Zone

Reposting the salient parts of a recent rMail...

V_V:
I think I'd like to clear up the what I didn't say, that I would have in a more expansive scope of conversation. I think I'd also like to know what both of your views on system purpose is to a game. This question, and my own answer to that question, I feel strays from the IC scope the mods require.

In short, I ask, and will answer here two related questions:

  1. What role does a game system play in a game?
    • I think it's largely for three reasons. I find these roles have to be present, for me to enjoy the game, but they are almost always split in measure. I enjoy many mixtures to create new moods and thrills, but I think 1 part to five parts is about the most extreme diversty I'd see, especially if two of these elements are in one part and the third is in more than parts. To me that says "80% of this game is..." and "about 10% is...and 10% is..." It's too much and too little for me to have fun pbp for more than a few months.  Here are the three roles system plays in games, for me. You may have more reasons, you may have more nuanced hierarchy that can't be numbered. This is just my view.
      1. Influence/Power/Mastery: I want to overcome the threats in the game, and ultimately prevail over the goals set for my character. If the game is "meant for the PCS to fail" then that's fine, as long as I and the other player know that. That isn't negating this, or making it moot; it just shifts that to the "real" goals. There are going to be things I want my character to struggle with the first time they try, or to know if they tried, they'd have no chance at succeeding. Over the course of the game I want my character to gain "points" or "experience" or what have you, to begin to complete, and ultimate complete those goals. An example of this, would be: If I need to defeat an army and claim foreign nation's seat of power. I might invest my "points" into my own army, and my ability to sway the populace to my propaganda. I might also invest in spies to infiltrate the nation. Finally, I might invest into travel ordinances to hostilely conquer the nation, and recreate it. A system helps measure milestones, and show progress in a quantitative way that is substantive. In games that have this is high measure the game is tactical both and tactile. I can think over strategy, as well as work with the model that is the world, and begin to manipulate it on many levels, macro to micro. In low measure, milestones are clear, and quite definitive but few and far between. My character might be leading rag tag squad in one post, and ten posts later, have amassed attalion of special operatives.
      2. Conflict Resolution" I don't want the quality of my posts in pbp and the GM's own mood at the time to be the major factor that decides whether a conflict is won or lost by my character. If my post is poor, or takes a poor action, that should impact my action; but if my character is far better represented than that should counter balance that ineptitude on my (V's) part. The same is true is a very talented writer is able to showboat, and thus gains the GM's favor, even if the GM doesn't realize it. In high measure, someone can describe their action so well it seems guaranteed, only to what they thought and what they did differed greatly. In low measure, a post that is well written can correct for poor stats. In both cases, the GM's fiat plays a part, but never is the sole arbiter of the action's effect. It keeps "fair play", a notion I highly adhere to. Otherwise it's just like as child, playing make believe. It breaks down to a "popularity game" and "mother may I?". I'm not fond of those games as an adult. I'm also not fond of games like snakes and ladders either.
      3. Purview Separation: A PC should be able to carve niche in the system, as I'm guessing serrasin was alluding to. In D&D, a fighter and a bard aren't going to step on each other's toes early on. While two clerics side by side could also work to have their own specialties and spells. In a game like BESM. If two characters were both werewolves, that might be fine, if one focused on regeneration, killer instinct (IIRC), jumping, and incurable attacks; while the other focused on armor, place of power, speed, flunkies, servant, and drain energy attacks, and vampiric attacks. In high measure, the system outright keeps the PCs as the same speed, and thus one that devotes to a path can never be "caught up" to by another player that changed lanes to the first player's path. The first player would be a master to the second, while the second would have certain secondary affinity the first had no competency in. An example would be a gunner versus a mechanic. The mechanic may later learn to use the artillery, and well, but the gunner will have more mastery, and maybe additional weapon options. While the mechanic may yet be able to "modify" a gun, or juryrig a gun to reload faster, or prevent it from overheating. In low measure, a lady's man would be more attractive and get more attention from women seeking his attention, while geeky mousey girl that started working on here appearance, would be awkward around that attention, even though she more physically attractive, but could always go online to find dating options. They may both, however, have very little but "Charisma" or levels of "Appearance", and have the same social class, income, military rank, and so on.

  2. What roles does the game system play in the "Mythical Gynoids Powered by Love"?
    • I'll cite the previous numbers.
      1. It's got tankgirls in it. So being able to help develop tactical uses of the artillery and maybe new ammunition would be fun. Learning new modes of movement, flying, or mach speeds, or stealth modes, or sub-aqueous movement would be nice things. Maybe communications too, a radio that eventually becomes a VR set with tactile simulation, or ability to play music that stops when a message comes in. More resistance armor, or the ability to shift armor to one side when taking fire form only that side.
      2. I'd just hope more than a whim will make or break scenes. That no matter what we do, if we take the GM by surprise, and have some chance or success, we might eliminate conflicts that will be exciting, despite whatever may have been "planned" to go another way. I see no reason to "fight" if we have 0% chance to win, and it's just for show. It's also a waste of time for me to dump my writing talent into every action my character takes that I hope to succeed on. It's too tiring. Some things I simply want to be attempted pragmatically, and taking a shot in the dark isn't ever out of the question.
      3. even if MY character simply has brown eyes and brown hair. He may like hard rock, and prefers the top end. While another character has steel gray eyes and shaved clean. Which prefers rap and the back end. The Gynoids they pilot should, and probably will have the most definition. One might be heavy artillery, while the other might have small renew munitions for infantry, but have "just a few" high range mortars that that well outreach the first's typically long range, and even able to be shot over intervening barriers (as mortars do) that even anti-tank rounds the first has, can't penetrate.


That's my take. I'd like hear from you to. I don't want to pester you though. So feel free to reply, but don't feel obligated.


serrasin:
I will try to boil down my view as succinctly as possible: I see mechanics creating an underlying framework used to describe or negotiate conflict, growth, and differentiation of characters/setting/stuff. For example, I found the reduced rules within 7th Sea second edition lacking in some aspects because, despite the superb narrative mechanics, there was weak differentiation in fighting styles.

In regards to how this relates to Mythical Gynoids Powered by Love, I understand the girls to be a bit like Battle Angel Alita, or Ifurita or Kalia war dolls from El Hazard. That means they will be more powerful than humans, and each should be able to differentiate from one other. This means you have three sets of 'balance'. Human vs human, doll vs doll, and human vs doll.  Clearly part of the balance will be that the dolls would be loyal/dependant/servant to the humans, but the doll players still need a certain amount of agency so that cannot be the sum total of the solution.


I'm not always the best at communicating my opinions; so much gets lost in conversion from internalized belief to English words that can be read by human eyeballs. So, forgive the probable contradictory rambling of what I am about to write.

In an ideal world, a game system adds a certain player/character synergy by forcing players to think in similar terms to their character while also focusing player thinking away from obviously bad ideas. In some game systems it also is meant to form an interesting framework for tactical wargaming style combat, although the workshopping I have done for this game so far has made me wonder if we as gamers sometimes place too much value on that aspect.

One of the things I have struggled with greatly with this game is that cassimi characters are not measured by traditional metrics. All cassimis have the same power: transform emotional tension into supernatural effects. Any cassimi can have virtually any super power. It doesn't make sense to rate their individual energy blasts or super strengths or flight speeds or whatever, because in theory they can all do that stuff equally well if they are properly motivated. Differentiating them by what they can do isn't the right approach, which is why BESM or M&M are such poor fits, and has been a challenge I have only recently begun to crack.

I am thinking that cassimis ought to be distinguished by traits that a cassimi would be concerned about: how doing things feels. Cassimis could have affinities for certain feelings more so than others. Thus I hit upon the idea of using the Lantern Corps emotional color spectrum as a base. With this as a base, every cassimi can be defined by seven different extremes of emotion and each emotion is more fluent in creating certain effects. A naturally fearful cassimi may be good at hiding, running, and frightening others, but may not be so good at getting angry and utterly wrecking shit. Seven emotions makes for a very nicely shaped skill pyramid; one high, two medium, three low, and one utterly trash rating.

That works great for Fate but feels a little bit basic. Cortex offers the option of multiple traits, and I think the idea of having relationship traits for cassimis really shines there. A cassimi may just not be able to work herself up when she's acting to protect Leaders, but gets super motivated when Civilians are involved. A cassimi of a violent psychopath who joined the military just to kill may be a blood knight who works best when facing the Enemy.

Generating dice pools this way helps a cassimi player stay in their character's headspace by reminding them that Emotions and Relationships matter most to their performance. Human players, on the other hand, have to remain a little more grounded in reality by considering their Skills and such. In this way, a human player and their cassimi partner can have similar motivations but almost necessarily have wildly different ways of approaching the same problem.



As for the challenges players might encounter in scenes... I'm thinking that I might break away from tradition even more here by shying away from the tactical combat we as gamers like so much. Instead I'll have various crisis points going on throughout a city. Different areas being threatened by enemy forces, fires, and other nasty things, and characters have to deal with those. Maybe enemy forces are obstructing fire fighting efforts, but engaging in combat carries the risk of making things even worse, and even success doesn't mean the fire isn't spreading in the meantime. It would be a game of figuring out what areas matter most and whose abilities benefit them the most.

I'm thinking that "combat" might become so depreciated or abstract that I can do away entirely with the concepts of stress and hit points; a bad roll means your squad gets pushed back and the crisis in an area worsens or degrades beyond salvaging, rather than a character themselves coming to harm. Cassimis are virtually indestructible and the worst thing that can be done to hurt them would be to deplete the energy they would prefer to use to fight crises. I think cassimis and humans could both have resource dice instead of hit points; for cassimis it represents their energy reserves, and for humans how many squadmates and ammunition and other mundane means of war they have left. This effectively puts each human PC in command of a small squad, which I think could be a neat idea... but it could also interfere with the notion that they are this unique special soldier who was uniquely qualified to command a cassimi? I'm still working on this idea!
GM Lulu
GM, 8 posts
Sat 7 May 2022
at 02:33
  • msg #3

OOC: The Construction Zone

Excerpt from a stream of consciousness in my community Discord server...

quote:
[8:33 PM] Lulubelle: So in all the Cortex games I've seen the Prime Set has consisted of one short list and one long list of traits. Like, one might be a long list of Skills and then a short trio like Dynamics (Solo/Buddy/Team) or Attributes (Body/Mind/Will). Thinking about the system in the background I think I would consider a Prime Set plus Distinctions to be the bare minimum to generate a usable dice pool. I know I want a Resource mechanic but I feel like having a basic trait trio makes for a more interesting mechanic than having multiple pyramids with a pool of optional Resources.
[8:35 PM] Lulubelle: Body/Mind/Will is of course right out for cassimis, while I feel Solo/Buddy/Team might be usable for both cassimi and human characters. It's easy for me to imagine the lone sniper and his cassimi spotting for one another, or a whole team of troopers or engineers working as a unit.
[8:41 PM] Lulubelle: I guess it goes back to the basic principle I had with the cassimis. What traits should I pick to make things feel important to the different character types?
[8:45 PM] Lulubelle: Another important thing is that I've had a couple prospective players asking me what player advancement looks like with the insinuation that mechanical growth is something they seek as a player, so that's something I have to keep in mind as well.
[8:51 PM] Lulubelle: I'm still not convinced such a niche game will last long enough for it to come into play, but I should at least keep it in mind.
[10:04 PM] Lulubelle: I was thinking that I could highlight the differences between humans and cassimis by giving them different prime sets, but now I'm thinking I might want to highlight the similarities between them by having the prime set be the same between the two of them and having only the cherry on top be different. Which makes the prime set obvious: Affiliations and Relationships, with Roles being the unique to human trait set and Spectra the cassimi set.
[10:05 PM] Lulubelle: This really forces to the front the concept that this is a game about how the PCs view the other people in the world, with their abilities being extra.
[10:08 PM] Lulubelle: If I stick with my previous idea of making Spectra a special type of Resource, that means I may want to make the Roles into a Resource as well; could go with my idea that human PCs control a small squad and call them Squaddies.
[10:09 PM] Lulubelle: That might conflict with the concept of Affiliations though.
[10:10 PM] Lulubelle: Or maybe not? The lone sniper's Squaddies could be spotting for a distant artillery barrage.
[10:11 PM] Lulubelle: There's also the matter of how they're earned. Cassimi Spectra are charged up through intimate roleplay between missions where the human and their cassimi fire each other's emotions up, but what would the equivalent be for Squaddies?
[10:12 PM] Lulubelle: Just... dropping by the commanding officer's office and saying he'd like some permits for X, Y, and Z on the next mission?
[10:12 PM] Lulubelle: hehe, officer's office
[10:13 PM] Lulubelle: I feel like I'm on the right path with this line of thinking, but I'm not quite there yet...

GM Lulu
GM, 11 posts
Fri 13 May 2022
at 11:34
  • msg #4

OOC: The Construction Zone

Excerpt from the RPoL Discord:
[7:15 AM] DarkDaemon: It's a very interesting premise; however, the 'gender essentialism' and, age-something-ist of it is quite squicky to me. Why do cassimis have to look like young women? Both parts - why young? Why women? Perhaps go with 'most' look like young women. Perhaps the form is based off the subconscious desires of the soldier+magic weirdness (which results in young women frequently)?

[7:24 AM] LoonyLadle: There is no technical reason; they're just goo and forcefields. There are, however, stereotypes at play. Young people are typically considered to be more emotional than older people, and women are considered more emotional than men. If, however, the owner does not subscribe to these stereotypes (which, in a WW1-esque society and especially among a rigid and male-dominated hierarchy like the military, would be very strongly ingrained) then it's entirely possible for cassimis to have most any form. The key is that they take a form that most facilitates their function, whatever that means for their owner.

Dr. Schadenfreude
Brainstormer, 1 post
Fri 13 May 2022
at 14:59
  • msg #5

OOC: The Construction Zone

One concern I've been harboring since getting here, and it's kinda been touched on again by that last post, is how much of an impact the partner player's decisions at character creation would have on their partnered cassimi. Obviously this game is going to have a strong collaborative element as that partnership is supposed to be close and significant indeed, but I've seen a few things now which very much make it sound as though the cassimi is less a character predominantly shaped by their relationship with their partner and more one formed already at least partially in their image. The Character Creation thread suggests a cassimi should take on and unconditionally strive to embody their partner's beliefs and philosophies, and in that last post you've implied the partner potentially even plays some part in defining the actual physical form of their cassimi.

I'm by no means wholly opposed to this, but at the same time it's definitely a little concerning. Maybe I've been misinterpreting things or simply running with my own assumptions/preferences, but I've always been working from the baseline of cassimi as clay their partners had to shape - entities with their own simple personalities and ideals to start - rather than beings who inherit a great deal from their bondmate right from the very outset. It sounds like an angle that could result in player ... not exactly conflict so much as disagreement if the cassimi player has a vision that doesn't align with their partner's, or that reduces/removes the scope for a relationship where cassimi and partner are very different people and need to either find common ground or weaponise their animosity.

I'm sure I could find a way to work alongside the 'violent psychopath' PC from your earlier example, but I'm not sure at this time how I'd feel about playing a cassimi who by default had internalised their drives and might even have an appearance and baseline demeanor shaped by them. Maybe I'm misunderstanding, but that's how some of this is sounding to me.
This message was last edited by the player at 15:17, Fri 13 May 2022.
GM Lulu
GM, 12 posts
Fri 13 May 2022
at 16:02
  • msg #6

OOC: The Construction Zone

You're not wrong in either your interpretation or your assessment of the problems that could arise from it, and I share the concerns. Game system was only ever a comparatively small part of the problem I was having with the premise; the far bigger one was always how to make it feel like both types of characters had independent thought, or at least enough of it to justify being separate characters under PC control.

One thing to realize is that what I wrote in the old Character Creation is that it is a mix of ancient three-year-old concept documents, excerpts from an in-universe cassimi owner's manual I never actually finished, and hastily scribbled clarifications and addendums written during the last few weeks as part of this very workshopping process. Some of it is overly idealized or presented in a more ironclad fashion than it really is. It is difficult for me to untangle all of it now and should be read with grains of salt at the ready. I hope to clean it up a bit more before I start an official recruitment.

To answer the specific concerns you raised; yes, a cassimi starts out as a small piece of their owner's soul, but they can grow based on their own experiences and can become fully realized people in their own right. Their owner is their first and strongest influence but their emotional connections are far less exclusive and unidirectional than I initially presented. They can come to realize that what they were created to believe does not hold up under scrutiny, and then try to push that broadened understanding back onto their owner. Cassimi-owner conflict does happen; cassimis can be abused, or turn on their owners outright.

And, if all else fails, there is also the concept of generic cassimis who are far more of a blank slate to begin with, lacking a soulbound connection and whose core was imprinted with a tangled indistinct mass of ambient soul energy. I haven't talked about generic cassimis because I don't believe they are very interesting (they were specifically designed to be NPC fodder), but they are a possible last resort to salvage the game concept if necessary.
This message had punctuation tweaked by the GM at 21:48, Mon 16 May 2022.
DarkDaemon
Brainstormer, 1 post
Fri 13 May 2022
at 21:49
  • msg #7

OOC: The Construction Zone

I think the imprint/influence is good, and that the solution to the conflict is inherent in it - people don't always know, like, or agree on what their soul/inner world/self is like. Which means that, characterization-wise, a conflict between a soldier and a cassini is much like the 'man vs self' archetype - just split across two characters/players.

Which is not to say that's is simple or without the risk for fraught-ness, but not much more than any given Vampire game.

Even if you're not gonna do a game on this, I might end up playing around with the idea in some writing - would you be ok with that? How much filing off the serial numbers would you like me to do?
GM Lulu
GM, 13 posts
Fri 13 May 2022
at 22:12
  • msg #8

Re: OOC: The Construction Zone

DarkDaemon:
I think the imprint/influence is good, and that the solution to the conflict is inherent in it - people don't always know, like, or agree on what their soul/inner world/self is like. Which means that, characterization-wise, a conflict between a soldier and a cassini is much like the 'man vs self' archetype - just split across two characters/players.

Which is not to say that's is simple or without the risk for fraught-ness, but not much more than any given Vampire game.

Put way better than I could have myself, thank you~ ❤

DarkDaemon:
Even if you're not gonna do a game on this, I might end up playing around with the idea in some writing - would you be ok with that? How much filing off the serial numbers would you like me to do?

I mean, the cassimis are themselves more or less reyvateils from Ar Tonelico with the serial numbers filed off, so you'd be doing a legally distinct fanfic of a legally distinct fanfic! In fact the dieselpunk fantasy WW1 trappings were kind of meant as a way to force me away from the concept of all cassimis being linked into the Tower of Ar Tonelico's symphonic field and the resultant cloud computing architecture.
V_V
Brainstormer, 1 post
Mon 16 May 2022
at 16:27
  • msg #9

Re: OOC: The Construction Zone

GM Lulu:
One thing to realize is that what I wrote in the old Character Creation is that it is a mix of ancient three-year-old concept documents, excerpts from an in-universe cassimi owner's manual I never actually finished, and hastily scribbled clarifications and addendums written during the last few weeks as part of this very workshopping process. Some of it is overly idealized or presented in a more ironclad fashion than it really is. It is difficult for me to untangle all of it now and should be read with grains of salt at the ready. I hope to clean it up a bit more before I start an official recruitment.


So as not to remain quiet on the issue, I'll admit; this "cleaning up" is sort of what I'm waiting for. I'm a more than a bit lost at the moment.
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