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    Posts made by Pyrephox

    • RE: What game system would you prefer for a big-tent nWoD project?

      In this, I agree with Derp. Aspirations require a tweak of thinking, but it's a tweak that I think nWoD games in particular seem to really need. Because there's a real tendency for WoD games to die because //nobody does anything//. People just sit OOC and chat about what they could do, or about niche character concepts.

      Anything, ANYTHING that creates an incentive for people to get out and start actually playing the game rather than talking about the game or redesigning their wiki page is a net positive.

      posted in Mildly Constructive
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      Pyrephox
    • RE: What game system would you prefer for a big-tent nWoD project?

      @Livia said in What game system would you prefer for a big-tent nWoD project?:

      @Pyrephox said in What game system would you prefer for a big-tent nWoD project?:

      @Livia Once or twice, when I want to remind myself to go out and find someone new to play with. A lot of times, I will make my next aspiration directly after a scene when one has been fulfilled, because THAT SCENE suggested something fun to do next. Often with that character, but sometimes just in general.

      But how many do you realistically get through a week?

      Depends on how much RP I get. The only CoD game I'm on, getting any RP at all is pretty hard, and I've been faded myself with work stuff, so none in the last few weeks. But before that? 3-4 a week, assuming a scene a day. Fewer scenes, usually fewer Aspirations (although sometimes you get lucky!)

      posted in Mildly Constructive
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      Pyrephox
    • RE: What game system would you prefer for a big-tent nWoD project?

      @Livia Once or twice, when I want to remind myself to go out and find someone new to play with. A lot of times, I will make my next aspiration directly after a scene when one has been fulfilled, because THAT SCENE suggested something fun to do next. Often with that character, but sometimes just in general.

      posted in Mildly Constructive
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      Pyrephox
    • RE: What game system would you prefer for a big-tent nWoD project?

      @Livia said in What game system would you prefer for a big-tent nWoD project?:

      @Ganymede said in What game system would you prefer for a big-tent nWoD project?:

      @Livia

      Short-term aspirations are directions that you want to take your character down. In role play, it can be as simple as “my NPC daughter wants to go dress-shopping.” Why? Because if you are a paranoid changeling going out in public can be an awful experience.

      I know what they are. I don't see how that adds any real value. And again, all these examples, on their own, are fine.

      It's when staff is telling me I should be resolving 5+ of these a week I start to wonder how often you can come up with these throw away quick aspirations.

      For me, I use it as a guide to think about what kind of scenes/activities I'd find exciting for this character in the next few days. If I'm a social mood, I'll throw out a "meet someone new". If I'm working on a plot, then, "talk about X", if I'm feeling restless and want some action, I might say, "get into a fight", or "go into the Hedge". I don't stress about meeting 'a certain number' of Aspirations per week. I just think about what would be fun, write it down, do it, get XP!

      For me, it's both motivating and helps serve as a quick reminder of "Oh, yeah, I wanted to track down this character for a scene," or "right! I'm working on X."

      posted in Mildly Constructive
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @bear_necessities said in Gamecrafting: Excelsior:

      One thing I would suggest is to make sure there's a low barrier to entry in any of the systems you implement. I.E. I wouldn't set the EP requirements to 50 right out the gate; I'd maybe set it to 25 and see how quickly players accumulate EP and if there's enough buy-in and excitement to get to that point.

      I'd also have some good documentation in the Sector about the initial look of the room. If Staff creates the description after the EP points accumulate and the job is inputted, how am I supposed to RP and create plot in the sector without knowing what the environment looks like, etc?

      I've noticed that players get REALLY EXCITED about the idea of exploring and building stuff, but there's not a lot of follow-through. I would have some back-up plans in the event that the exploration system really doesn't wind up being something that players are utilizing.

      Yeah, to all of these. I'd actually like to have a bit of a beta period pre-game to really test things out. Probably with a test sector that wouldn't be used in the actual game, and pre-made test characters. Which isn't to say there wouldn't be tweaking to all of the systems, but ideally I'd like to have chance to run through some time where people just try to break it without having to worry about repercussions for other players, then fix, then wipe and reboot.

      And what I'm thinking for the sector descs is actually kind of unusual, in that they'll be more like mini-reports with a brief, broad desc at the bottom. Like the sensor report the characters would be receiving from the ship. Considering how Ares puts the room desc at the top of the log if you set the location, I think that'd go well with it. A VERY off-the-cuff example might be:

      ===================================
      Designated Colonization Territory: Sector 1
      Mineral Deposits: Very Rich
      Flora and Fauna: Scarce
      Terrain: Dangerous
      Atmosphere: Moderately Toxic, High Temperature

      The land currently known as "Sector 1" is a broad swath of seismically active volcanic canyons which reach from mountains to a black sea, covering approximately 80 miles of territory. The ground and air are obscured by a thin haze of black ash that sears the lungs. Jagged cracks in the earth lead to 'rivers' of lava which flow into an ocean whose floor is rippled, black obsidian. The canyons are riddled with caves where subterranean fauna and various types of sulfur-loving fungus have been remotely observed. The occasional geyser erupts at irregular intervals from yellowed, crusted pools. Temperature and breathing regulators strongly advised.

      ==================================

      So, very broad, but still with enough 'hooks' (I hope) to draw people in and give them inspiration of what to play there. And there will be one Sector which will have several grid rooms pre-developed. Both to give people some examples of what you can do with the system (I'll include how much EP each one would be if it were built through the system, and why), as well as being immediate places to play for players who aren't as interested in the system, or who struggle to come up with ideas, but still want to get their 'alien wilderness explorer' on.

      My hope is that by providing clear systems and examples it can overcome some of players' choice paralysis when it comes to "what do I do next". Ideally, I'd like it to be a very low stress way to try out running a scene here and there while also having something that people can contribute to the game in a concrete way. Sort of leaving your mark on the world. I feel like that captures the idea of exploration in a meta-way that I enjoy.

      posted in Game Development
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      Pyrephox
    • RE: What game system would you prefer for a big-tent nWoD project?

      @Ganymede That.

      Also, Conditions are GREAT. Yeah, they're a little clunky to do on the fly, especially as more have been created, but they give you a very clear mechanical effect for things without 'removing player agency', AND you get actual XP for leaning into the Condition and having fun with it.

      It's not a bad thing! It's a learning curve, yes, but worth investing the time in for.

      I feel like some of it is just inertia. A lot of people in CoD MU*ing seem, in their heart of hearts, to still be playing 1E WoD, and resent anything that reminds them that this isn't that game.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @Ominous said in Gamecrafting: Excelsior:

      I had a similar idea, though, with more of a focus on megacorporations fighting each other for resources and plots of land. I was going to steal some ideas from Offworld Trading Company, using a hex grid to mark off the world map. Throw in some Tales from the Borderlands with its space cowboys and some cyberpunk elements and voila! Yet another game idea I won't see to fruition.

      Anyways, I am very interested in seeing how this develops. It looks like you have hashed out quite a bit of where you want to go with things.

      EDIT - A random thought popped into my head from previous conversations months ago. Someone mentioned the joy of space trucking in a MU*. You might want to consider creating something like H-space (I think that's what its called) on the planet that people can drive/fly/sail/whatever through to get the poly-neutronium-yttrium-silver-chloride-154 from point A to point B. Though, it's sounding like you want a smaller grid.

      I had considered something like that! But, ultimately, I rejected it on two grounds: One, that it tends to put the playerbase on a lot of mutually inaccessible minigrids, which isn't something that I really want to do as a regular thing. And two, something like that really works best when it's modeling a meaningful economy of some sort, which is more simulationist than I'm looking to get with this game.

      While I am developing and thinking about a lot of systems, they're more process systems than simulation systems. My goal with them is really to ensure transparency for players about HOW they can do things in the world, as well as provide a basic framework which can be adapted in a fair way for unexpected actions on the part of the playerbase.

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      So, one of the things I've been struggling with is how to create a survival and exploration game without creating a bottleneck where staff has to continually run plots or process jobs JUST so that people can explore an unfamiliar territory and run into interesting things. Also, much like with the flora and fauna, one of the ideas that intrigues me is giving players a chance to contribute to building the world, rather than just having it revealed for them. So when it came to grids, I decided to create an exploration system that guides people on how to create rooms for people to explore - //by exploring//.

      The tldr: Outside of the 'home grid', the ship and immediate surroundings, grid rooms will be very broadly defined Sectors that are largely unknown (one sector will be more fleshed out, with some examples of grid rooms, so that people who don't really want to participate in the system still have the chance to do wilderness fun). Having scenes in these Sectors where players collaborate and generate challenges for their characters (or use these Sectors for things like food discover, etc.) generates EP for those players (players, not characters - it's entirely a metacurrency) for that Sector. When a group of players reaches a threshold of held EP for a Sector, they can spent the EP to create a grid room representing a section of that Sector in more defined detail, with special features they can purchase. These are not 'personal builds', but open territory that any players can subsequently use for plots and scenes.

      The really spammy version:

      Exploration and Grid Growth

      Sectors
      The game begins with a small grid, most of which is defined within the ship, and places immediately outside of the ship. Outside of those core grid rooms, there will be a series of grid rooms called ‘Sectors’. ICly, these are designated and named by Aggie, the colony ship AI, and are filled in as people discover more about them. In practical terms, what that means is that the desc of Sector rooms has only vague and general information. But, obviously, it would be boring if those sectors remained blank slates.
      Grid Rooms From Sectors
      Instead of a top down, simulationist approach for the creation of grid rooms, Excelsior favors a more bottom up, narrative one. Grid rooms will be defined by the results of scenes and plots taking place within those Sectors. Players who participate in scenes and plots dealing with specific sectors will earn Exploration Points for those sectors, and when a group of players gains enough EP, they can get together and collaboratively with staff design a grid room from that sector, indicating a stretch of wilderness which has been explored thoroughly enough that it can be defined as its own place.
      Using EP, players can buy features for the grid room: resources, unusual terrain, rare fauna, exotic or unique features. Neither the players nor the characters OWN the grid room (unless the Colony government decides that creation of a grid room counts as staking a land claim to a specific place, and that’s okay) - once the grid room is created, anyone can use it. It’s a place and a public grid, not a personal or group build.
      EP are a meta-currency, and as such, they can be earned for things which are not intentional IC actions, such as running scenes and plots within the sector. EP are also meant to incentivize players indulging in and enjoying higher character risk and consequences, so they are rewarded in larger amounts to players who put their characters in danger while exploring.
      EP Rewards: (Note: All rewards and costs subject to change.)
      1 EP: Participating in a scene set in a specific Sector.
      2 EP: Directing a scene set in a specific Sector, +2 if your character is not involved in the scene.
      5 EP: Running a plot set in a specific Sector consisting of at least three scenes (in addition to the EP you receive for directing each scene) - this can be a series of scenes hunting down a new source of food, looking for the cure to a disease, prospecting for minerals, chasing down a criminal who fled the justice of the colony, whatever. Just needs to be three connected scenes, ending on some sort of closing note.
      1 EP: Including specific flora or fauna from the Herbarium or Bestiary into your scene in some significant way. (Just about anything other than just posing ‘oh there’s a stand of sunblood roots, or whatever, works.)
      1 EP: Your character sustains an Impaired injury while in a scene set in the Sector.
      3 EP: Your character sustains an Incapacitated injury while in a scene set in the Sector, or is infected by a disease or infection from the Sector or something harvested from it.
      10 EP: Your character dies, or is permanently lost or retired as a result of a scene or plot taking place in the sector.
      Creating a Grid Room
      Once characters have reached the threshold of EP required to make a grid room (50?), they can put in a job. They do not have to submit a job with the minimum possible EP; if they wish to spend a lot of points on one room, they can go all the way up to the upper limit as established (100?). The job should link to the scenes that took place in the Sector, list each EP gained in the log, and where to find it. The second part of the job breaks down the Features they want to purchase for that grid room, how much they cost, and a brief summary of what they would like that Feature to be.
      Features
      Features are enduring aspects of a room which can be used as resources, plot points, or complications. These include mineralogical and biological bounty, unusual geographic features, alien mysteries, very rare fauna or flora, etc.
      Sectors begin with baseline features, which can be further enhanced in their grid rooms. For example: If Sector 3 is desced as having a mineral wealth of 2, forests at 4, and Dangerous Weather (5), then a grid room built out of that Sector will start with those stats. But EP can be spent to boost the mineral and forest resources, and reduce the fury of the weather. A Feature could also be bought that gives that grid room a mysterious artifact to be uncovered.
      Players will not create the desc - staff will do that in order to retain some continuity of terrain and sense of place, but players can collaborate on things they would like to see. ‘Science fantasy’ type terrain will be involved, and is actively encouraged.Towering fungi, floating crystals, abyssal lakes with strange, chitinous beasts? All good.
      Features, Mysteries, and Plots: Players can ask for alien artifacts and features in the broad sense of ‘a city’ or ‘lost technology’ or ‘an ancient tomb’, but staff takes the responsibility of creating the artifact and its connection to the metaplot, solely so that there remains a mystery for these Features which can be explored. If a player wants to take on an artifact to run a PrP around it, that can absolutely happen, although it means spoiling the player at least a little bit on some of the mysteries, in order to retain continuity.

      posted in Game Development
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      Pyrephox
    • RE: Personal Agency for Personal Boundaries

      @Caryatid said in Personal Agency for Personal Boundaries:

      @Pyrephox said in Personal Agency for Personal Boundaries:

      You'd be surprised how fast a scene can go from okay to //what the fuck are you on//. And that's without the people who want to go from zero to KINKY SEXYTIMES in two poses. I still remember the time when a male PC I played started a scene with someone at his office; someone he'd been pleasant and mildly flirtatious with, and she started to just strip right there for no discernible reason. When his reaction was not 'let's get it on' but 'you know I work in a cubicle and also WHY?', she was completely bewildered.

      Oh no, was that Venice visiting Thomas in his newspaper cubicle? I remember she visited him and it sounds like something she'd have done to fuck with his head and if so I AM SORRY.

      Nope! It was on Thomas, but it wasn't anybody I really knew OOC. Or IC, for that matter, which is one of the things that made it come out of nowhere.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Personal Agency for Personal Boundaries

      @Tempest said in Personal Agency for Personal Boundaries:

      Who in the world are you RPing with, that you walk into a “Hey help me waterboard this guy” scene without being aware that is what the tone of the scene is going to be?

      I still clearly remember setting a scene in a Victorian-era game in a bookstore, where my character was trying to get a particular occult book from an elderly shopkeeper, who thought she shouldn't worry her pretty head about such nasty things. The other PC proceeded to try and turn it into a graphic torture scene of the shopkeeper to find the book.

      You'd be surprised how fast a scene can go from okay to //what the fuck are you on//. And that's without the people who want to go from zero to KINKY SEXYTIMES in two poses. I still remember the time when a male PC I played started a scene with someone at his office; someone he'd been pleasant and mildly flirtatious with, and she started to just strip right there for no discernible reason. When his reaction was not 'let's get it on' but 'you know I work in a cubicle and also WHY?', she was completely bewildered.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Personal Agency for Personal Boundaries

      As noted previously, this conversation has come up several different times, and the objection always tossed out is, "Well, what if someone uses it to avoid reasonable consequences, or to have any bad things happen to their character?"

      It used to be something I found pretty compelling, because I enjoy having outcomes being up in the air, and I, personally, only have a few 'hard lines', and I'm not the sort of person who's ever had trouble just walking away if I wasn't having fun. And the times when someone has pitched a public fit or tried to have all the rewards with none of the risks have stood out to me.

      So I get the gut deep objection.

      But, the more I think about it, the more I think that it's not really a good objection at all anywhere but a hard PvP game - and that a hard PvP game //should make it clear what avenues of the game are appropriate for pvp//. Boundaries and expectations, publicly stated, are your friends, and if you state the expectations for conflict, and someone tries to throw a flag on a reasonable consequence within that expectation, then they're abusing what they agreed to, and that can be dealt with the same way any other abuse of the system can be dealt with. And by stating the expectations for PvP conflict up front, you give people a chance to actually self-select for games that give them the experience they want. Which isn't a bad thing. I have no objection to no-holds-barred, any-IC-action goes games existing, as long as that is //clearly and boldly stated// to the players, and people know what they're getting.

      Outside of a PvP context - if someone doesn't want bad things to happen to their character, then that's a problem that tends to fix itself by players self-sorting into playgroups...and that's okay. Sure, when someone is like, "But this rules change ruined my plans, how could you, I'm hugely upset," to what I consider to be excess, then...I just avoid them. Likewise with someone who always wants to be the center of a scene, or someone who is so passive it's like playing with a rock. Those things are annoying. They are not game breaking.

      Allowing people to be pressured into playing out events that are not just actively unfun to them but which could be actively traumatizing? That's not just damaging to the game, that's damaging to actual people, and I believe it takes precedence. I would rather keep ten "but I didn't want to go to jail" players than one "I'm going to threaten you with cutting off your RP with everyone or damage your OOC reputation unless you play this out" player. Hell, I'd rather keep twenty of the former than ONE of the latter.

      Which isn't to say that some games may end up just not being appropriate for some players. If you're severely arachnophobic, then Spider Holocaust 2000 is not your game. And it's possible that some 'mystery' games might have aspects of the setting/theme that turn out to be impossible for a player to deal with. (Disclosure: On RfK, I played a human ghoul. My regnant was great IC and OOC, and never creepy. I still ended up leaving the game because the more I played and thought about theme, the more I realized I was never, ever going to enjoy a Vampire game outside of a specific sort of tabletop setting. I hadn't ever played Vamp before, so I wanted to give it a chance. Nobody did anything wrong, but it still was Not A Game For Me. And that's okay.)

      tldr: Ultimately, the people who want to abuse other people are more damaging to the game than the people who want to play with no stakes, and I think games can mitigate what danger there exists of "consequence dodging" with this system by communicating specific expectations, then treating violations of those expectations the same way they deal with any other player complaint.

      posted in Mildly Constructive
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      Pyrephox
    • RE: Aesca Sneak Peak

      Yeah, I don't think crafting would be a barrier. It does appeal to a lot of people, but I don't think it's the primary draw for anyone. IME, what makes a game popular is a lot of activity at the front, and a premise that excites people, rather than the bells and whistles.

      (The bells and whistles might make them STAY for longer, but that's a whole other set of things.)

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @Jennkryst Neeeeever.

      (I do have some ideas I think are fun for alien ruins/remnants/problems, but I want to keep the game fairly focused on the core gameplay elements; I doubt it would have lasting appeal to enough people to go broad with it.)

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @bored Yes! So I was clarifying back to her.

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @bored Yes. I know.

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @faraday said in Gamecrafting: Excelsior:

      Sounds like a neat game.

      @Pyrephox said in Gamecrafting: Excelsior:

      Someone will have to make a Survival roll vs 6 + the number of specific criteria (So, “I want to find an edible vegetable” is a straight 6 but ...“I want to find a sweet vegetable...would be an 8...

      Just FYI - FS3 mechanics (I assumed you're using FS3 since you mentioned background skills and luck points) don't work that way. Modifiers add or remove dice; the target number never changes. While you could of course modify the code to do whatever you want, changing target numbers would require some extreme code surgery and have significant game balance implications.

      Does Gray Harbor have significantly different code then? Because Character/Skill vs Problem/Skill works just fine from what I can see?

      Ah! I see where we went wrong. I do not mean 6 as in 'this is the number each die must hit' I mean 6 as in 'this is the number in the opposing pool you roll against'.

      So, the above example would be Cathy Cartographer/Survival vs Can I Eat That/4 (which is 6, because of the default +2)

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @Caryatid ❤

      (Also, I miss talking with you!)

      posted in Game Development
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      Pyrephox
    • RE: Aesca Sneak Peak

      This looks like it could be great fun! And it's awesome to see more Ares games being contemplated.

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      Last thing for a bit: an example of some of the worldbuilding. While the game takes place outside of known space, with contact with human civilization cut off, all of the colonists came from somewhere INSIDE that civilization, so they'll have ties and information about the worlds they left. There are four major powers detailed, and it's assumed that there are dozens of independent worlds and stations/ships to grow up on if a character wants to juggle geese, instead. This is the expanded write-up for one of the galactic powers:

      Congregation of Allied Planets

      Nickname:
      Cogs

      Capital Planet:
      None (7 held planets)

      History:
      Founded roughly 159 PD, the Congregation of Allied Planets was originally born on what was - and remains - the most ridiculously lucky system in exploration so far: three habitable worlds in one system: Veeshu, Braama, and Sheev. Although only Veeshu was a ‘Goldilocks’ world, Braama and Sheev were also tolerable for humanity, and both were exceptionally resource rich. This began a tradition of colonists living on Veeshu, and working either remotely or on site on the other worlds. As holdings and relationships spread out across an interplanetary network of stations, ships, and planets, those who would become the founders of the Congregation found that the Earth-style of geographical citizenship did not serve either their needs or their desires. Instead, they founded the concept of the ‘clade’, a nation-state built on shared interests, needs, or community, irrespective of geographical or cultural origin. The twelve largest of these clades came together in 160 PD to formally sign the Congregation of Allied Planets into being, and since it has been established, it has added the majority population of three additional planets into its union, largely through sustained efforts at recruitment until a majority of the population could be persuaded to apply for formal admission into the union. In response to this, several other interstellar societies have forbidden citizenship in a clade while one also holds citizenship in their own society, and some consider the Cogs’ recruitment strategies to be predatory and aggressive.

      Unlike the Earth Alliance or Stellar Systems United, the Congregation is not a particularly peaceful place. Wars between clades are not uncommon, although they have to be conducted by rules as established by the Congregation Council, which convenes every month, virtually, to review ongoing disputes between clades. Most wars are technological, destroying tech infrastructure, implants, and data over buildings and land. They’re still deadly, particularly for citizens with cybernetic implants, which has developed in the average Cog citizen a healthy wariness for such devices. It’s not considered morally wrong, just reckless, to be heavily cybered, since such devices can be turned against you. Genetic alteration is considered a superior choice, but can be hard to come by - it’s expensive, and clades are reluctant to invest the money required on someone who hasn’t truly established themselves as dependable.

      The most powerful current clades are the Interstellar Transportation Union, Solip Schism Systems, and the Reverent Church of the Divine Contemplation. By organizational wealth, population, and alliances, these three clades steer a good portion of Cog policy, such as it is, and they or their allies control just over half of the Congregation Council.

      Culture:
      Most other groups consider Cog culture to be loud, chaotic, and ever-changing. They’re not wrong. The Congregation terminated birthright citizenship very early on, instead relying on clade membership as citizenship. One cannot be the member of a clade unless that clade has invited you to join them, and you have signed a contract agreeing to abide by the clade’s laws, procedures, and policies. Technically, there are no Cog children - children are considered ‘proxy citizens’, allowed to remain with their parents and access many of the benefits of their clade, but unable to be considered full citizens until they come of age at 17. Coming of age means that the benefits of proxy citizenship dissolve, which means that for Cogs, the teenage years are a mad scramble of applying to clades, or receiving invitations from clades, and deciding who you will join - if anyone wants you at all.

      This means that Cog children are taught to ‘put themselves forward’ quite early, and are encouraged to display all their strengths to best advantage. They tend to be loud, confident, ‘attention hogs’, and ambitious. The goal for most is to receive an invitation from a desirable, wealthy clade that can be signed on one’s 17th birthday, then stay with that clade until a portfolio has been built up that allows one to apply or be recruited to an even more prestigious clade, and so on and so forth. Often times, young clade members will discover an affinity for each other and a disaffinity for the more established personalities in their clade, and may terminate their citizenship in one clade to form their own. This means that the politics of clades, and their relative standing and power, are constantly in flux. Cogs never rest, the saying goes, and they tend to be aggressively productive wherever they go.

      Bereft of many overarching laws or secure rights, the Congregation instead values written contracts highly, and considers verbal agreements to be worth the paper they’re written on. Interstellar Commercial Concerns, or “megacorps” as they’re more commonly known, prefer to be incorporated in the Congregation for the unprecedented freedom to dictate responsibilities and rights for their employees/clade members, but this CAN backfire if they break any of the provisions of their contracts, however small. Contract lawyer is considered one of the most desirable professions in the Congregation (and the rest of known space groans when they see a Cog lawyer show up at a negotiation).

      posted in Game Development
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      Pyrephox
    • RE: Gamecrafting: Excelsior

      @Bananerz It will not be particularly map-based, but more project based/outcome based. I'd like to have specific pages on the web portal, not just for plots, but also a Herbarium and a Bestiary which would record the stats of flora/fauna that have been uncovered - which could then be used by anyone in whatever scenes they choose to run. Likewise, colony development is less about tracking WHERE STUFF IS, and more about keeping track of what stuff exists, and whether it's hurting or helping the colony.

      posted in Game Development
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      Pyrephox
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