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Showing posts with label orbtech. Show all posts
Showing posts with label orbtech. Show all posts

Monday, November 20, 2023

Rolling with It

You know what's kind of silly? I keep making these short TTRPGs monthly, and yet I haven't made one that would take place in one of my previously made worlds. It's always something already present in media (such as the zombie apocalypse represented by Double the Zombies), a setting made by someone else (such as the city of Revachol from my first game of 2023, (Almost) Everyone is Harry), or setting agnostic (like most of those games). The time to change that is now, and I'm making a game that takes place in my world of orb-based magical technology, which will be named "Geniorum" for now. I've actually worked out a couple more details behind the scenes and wanted to make an article that would update the orbtech concept for several months but never got around to it. Well, now I have to because the clock is ticking and my November game needs to be published soon.

Have a great time and a greater day!


I've spent too much time learning blender basics just to make this. Can't say I'm truly satisfied with it, but it is good enough.

Rolling with It

Requires 1 GM and 1+ players.

Orbs are magical quartz spheres fueled by alcohol. One can program it by falling asleep while touching it, entering its dreamscape. You were murdered while pondering your orb, transporting your mind into it permanently. Discover your murderer and their motive. If you ever run out of alcohol, you die.

You can:

  • see and hear your surroundings,
  • roll like a sphere for 4 hours*,
  • change your surface's temperature between -50 and 50°C*,
  • change your appearance,
  • produce sounds heard by anyone touching you,
  • absorb alcohol through your surface magically,
  • control your dreamscape completely (10x slower time inside),
  • send/receive digital funds to/from other orbs through touch,
  • create flammable sturdy matter up to double your volume after spending 8 hours away from any starlight*.

* Costs 1 unit of alcohol. Max units equal die size.

Choose your orb's size. Here are sphere size comparisons from our world:

 

d4 marble
d6 golf
d8 pool
d10 shot put
d12 bowling
d20 boulder

When you need to, roll your die. Example difficulties listed below.

Difficulty 
Strength (≥ difficulty)
Speed (≤ difficulty)
4 bottle of water fraction of a second
10 human weight seconds
16 a large car tens of seconds

He who ponders the orbs becomes pondered.
Can't trace the author of this edit, and can't be bothered to spend too much time on this search. Instead, I'll credit the original M. C. Escher's Hand with Reflecting Sphere.

I wanted to say that it's a short game, but then I realized it's exactly 200 words long. Why does it feel so short then? Well, the answer is simple: there are very few mechanics in it. Most of the game just talks about how orbs operate, since they are very different from humans. Not everyone's a fan of details like this, so I don't expect too many to enjoy this game. Then again, I don't expect that of any of my 200-word games, these are prototypes.

Ever since I've heard about Savage Worlds' stats being dice and the difficulty being always 4, I wanted to do something with that. I figured this was a good chance, seeing how differently-sized orbs would be capable of differently-sized things. Well, actually, all of them are capable of movement. But not all of them are capable of pushing around a car-sized thing. Sure I couldn't fit into it stuff like "if you're a boulder, you probably can't enter buildings", but that's something players will hopefully be able to think of on their own.

Here's another tiny detail: all of your actions should in theory cost alcohol. But keeping track of all alcohol spent on such minute actions as making a red dot on your orb's "north pole" would just get too tedious. I opted for restricting the alcohol expenditure only to the actions I figured would be influential and left it there. But if a player does minor actions way too much, the GM has the right to tell them they've spent a unit of alcohol.

With such a word limit, it's quite difficult to fit a pre-established setting into it. Even if Geniorum can hardly be considered a setting yet, it's got a multitude of rules related to the orbs. I feel like it deserves more of my attention in order to be developed, but honestly... I like Runehack a lot more. When I was picking a world to cover with my 200-word game treatment, I had several options. The divtech's world is... well, a starless rogue planet populated only by robots. I have yet to even work out its materials completely before I start doing anything with it. Then there's leytech, which would have been perfect for a TTRPG about warriors but is also quite complicated with all the different kinds of rings that influence the water passing through. I have one more magitech world that I've wanted to write about on this blog for about a year now, but I've been pushing it off the same as an update on Geniorum.

Of course, there are more details I couldn't fit into the ruleset. For example, an inworld name for folks who got trapped in the orbs is "genie". And the creation of matter is due to lumpowder, a substance that manifests in alcohol hidden from all forms of sunlight, including reflected. Then there's the fact that multiple people could get trapped inside the same orb, but only the first one retains complete control over it. Usually, they'd have their minor genies manifest as parts of their body, which is what I nickname "medusa". I could keep going, but the truth is that Geniorum is still vastly underdeveloped. That doesn't change the fact that this was fun to come up with.

Thank you for reading, and have a great day!

Saturday, December 25, 2021

Magitech Multiverse

Everyone has a multiverse. Brandon Sanderson has it, Spiderman has it, D&D has multiple. I want one of my own too. Not for D&D, for my stories, as well as my games.

I like magic-powered technology that isn't just "re-branded electricity". I also like minimalistic hard magic systems. The number of things they can do could be counted on one, maybe two hands, but it's low either way. Plenty of thoughts have gone into how technology works, and I think I got some details narrowed down. I'd say there are four important elements when it comes to technology that I like (at least, at the moment of writing this article):

  • Input: Detecting inputs and activating magic based on that, to provide autonomous machinery.
  • Output: Giving sensory outputs (sights, sounds, etc.), to provide easily read data.
  • Motion: Giving motoric outputs (moving objects), to provide outputs that affect the physical world.
  • Fuel: What the device requires in order to operate, to limit the time for which a device can function.

(I know that Output can be done by Motion, I just like the convenience.)

Coming up with "hard magitech systems" isn't easy for me, but I want to get better at it, maybe to grow my multiverse some more. But I have three worlds that I could work on now. Each of them is built with a magitech system at its heart, and they are all connected in a way I'll keep to myself for now. Of course, the magitech system doesn't need to be the only form of magic that's present in that world. Needless to say, one can't just travel from one of these worlds to another as they wish - none of my worlds will just have a spell, like plane shift in it. That would require an extraordinary amount of effort, and some magic that I already have in one of these worlds.

Let's have a brief rundown of the magitech worlds I've made so far and their technology. I'll use this opportunity to write up updates on the original concepts I wrote before for each of these.

I've spent too much time looking for artwork to use here. I've seen too many artworks that are just grids or random assortments of ball-shaped universes, D&D-styled cosmology charts, or abstract trippy nonsense on my search. I wanted to go with something that feels fresher, and... while it's not a multiverse per se, I liked The Game Bakers' portrayal of the universe that Haven takes place in. I couldn't track down the artist right now, but the art seems to be their property.


Runehack

  • Magitech System: runes
  • Input: detection runes
  • Output: illusion runes, encryption runes
  • Motion: telekinesis runes
  • Fuel: amber or tree sap

I'm not sure what more is there to say about Runehack. I don't want to update it in any major way, and if you want to know more about it, there are so many articles about it on my blog that I made a reading guide included in the sidebar.


Ælfheim

  • Magitech System: truncated octahedrons that produce light based on one's belief (divtech)
  • Input: thought, and personal identity
  • Output: light displays
  • Motion: piston cubes, rotor cubes
  • Fuel: light
  • The world as we know it has become inhospitable. Those who wanted to survive have been converted into a mechanical form.

    For the sake of simplicity, I'll refer to the truncated octahedrons as cubes. I chose this shape because it can infinitely tile a 3D space, and it has plenty of sides.

    Just like in the original article about divtech, these shapes can produce light that goes through logical gates which operate based on one's belief. You'll get a result out of technology based on what you believe to get. If you have a calculator, and you believe that by inputting 1+1 you'll get 99, you will. Thus, people of this world are trained to have no expectations when using technology.

    The first important change I'll make is this: Perhaps I could change how the interior works. While I could say "quantum physics" and it could make some sense, I think I'll just boil it down to one item in particular. A gemstone that can shine light if it's receiving light and if someone believes it should shine. Each cube can be suited for usage by someone specific or left for anyone at all to influence it, perhaps by denoting their name in the crystal somehow. The cheapest solution is to have one of the cubes produce light when a specific person believes in it. The best solution would be for all of the cubes to let their light through only when a specific person believes in them.

    Another thing that's different is the energy source. Long story short, the powering cube will require the reception of some form of light in order to power the rest. The most reliable form is the sunlight, but fire works too. Moonlight works only on a full moon, and only when it's fully visible. Starlight is too weak. Light from other cubes explicitly doesn't work.

    Now, these mechanical remnants of sapient species are beings that require light in order to operate. When the light is not present, they go into sleep mode - their operation resumes only once they get enough light. Sleep is not something these machines require, so going to sleep is pretty much optional. You could stay up all night working, provided you have light all night long. This could have several interesting implications. For example, at night some of them could try to commit crimes while others "sleep". They can't get too close to others though, because they could accidentally wake them up. This could cause these communities to develop patrols, guards who walk around the town with torches. But that in return could cause these criminals to extinguish torches, pausing the guard in their tracks harmlessly. The other guard passes by, sees a deactivated guard, activates it just by proximity to the torch, and relights their torch, and now they know something's wrong.

    What if the displays that the cubes possess are somehow filtering the light of the gems to make it safer again, thus disallowing it from triggering other cubes? What if the light that these gems produce is very destructive? Maybe you could attach them to some weirdly-shaped sticks, point them at people or objects, and do harm that way. In other words, ...

    Wizard guns.

    Another interesting realization - maybe the cubes could be arranged in any way of sensors and outputs. Maybe they could have outputs that produce sound instead of light if it can somehow be converted. And thus, maybe a majority of the surface of these beings could be made up of inputs, thus allowing for "skin that can feel". The world has enough to be worked on. But I'll have to get working on it. Who knows when possibly when I get tired of Runehack and I'll need a quick distraction.

    Part of the inspiration here is Bionicle, surprisingly - a world populated completely by mechanical beings sounds dope to me. Though I'd imagine they used to be not mechanical. Whether there are any non-mechanicals left I have yet to figure out. Perhaps trees, maybe insects. Who knows.


    Globus (name WIP)

  • Magitech System: quartz orbs, with a dream world on the inside made up of semi-tangible strings (orbtech)
  • Input: orb's surface sensing
  • Output: orb's surface illusions
  • Motion: orb's movement
  • Fuel: mare's blood
  • Let's be honest here - the main reason why I'm writing this article is that I wanted to make some changes to the orbtech, but when I realized I can't come up with a good title, I figured I may as well unveil my larger dream project while doing so instead of hiding it forever and ever.

    First of all, fuel. I figured quartz itself being fuel is kind of silly, especially with orbs getting smaller as they get used. They could get smaller if they roll around too much, as most physical things would. But instead of quartz getting consumed, I think I'll go with something else. The dragon blood was just a spontaneous idea I went with while writing the original article, and looking back at it hardly has anything to do with dreams. Instead, I'll go with a mare. Not a horse, mare as in a legendary creature of nightmares. How exactly will it look I can't quite tell, maybe something canine or feline. It will definitely have the ability to paralyze people who are unconscious through touch. The orb is hollow on the inside, and for the sake of keeping the movements predictable, the liquid inside of it hovers, not interacting with the orb's movements.

    The dream within the orb is made up of "strings", but they're not actual strings. It's just something people grew to call it because the string is the closest thing they could approximate it to. One can pass through them or touch them whenever they wish to.

    The orb can record anything that it could see, and it can record audio it could hear if it was a human ear. However, this audio is only stored inside of the orb, since quartz lacks a way to produce a multitude of sounds. It could technically only produce a ringing sound that sounds like someone striking the orb. If you get multiple orbs of different sizes, and all of them play the recorded audio all at once, they could reproduce the message, but it's much easier to just enter its dream and hear for yourself.

    Orbs only allow you to enter their dreams when they are filled with mare blood. If they run out of blood while someone is inside, the person is awakened immediately.

    Furthermore, there's a curious race in this world. I'm not sure what I'll call them yet, I'll refer to them as kitsunes for now. Chances are if I keep this name, they could have fox-like traits, although a more feline demeanor, and they would come with a special ability - to enter a dreamscape at will. Whether it's a sleeping person or an orb, they can simply touch it, will themselves to enter, and they immediately appear in this space. What makes them even more unique is that their physical form completely ceases to exist whenever they do this, including objects they are wearing or carrying, except for orbs. Due to the danger that these people present, it is best to ponder your orbs in private spaces, otherwise, you're inviting kitsunes to invade your dreams.

    Fun thought: If you make a car that has orbs for wheels, you could have the car move even sideways without really turning its wheel. It could move in any direction, as long as you could somehow transmit that information to all of the wheels. Maybe an orb could work as a steering wheel too. I would however consider reimagining the shape of such cars, and maybe adding more wheels so that if one runs out of fuel, you still have five more.

    Have you ever seen the musical marvel called Marble Machine? Imagine if each of those marbles was an orb. Imagine if they could determine what paths they roll up or down in. Imagine if the crank was turned by another orb, perhaps a much bigger one. Or maybe there's a big orb covered in small boxes for the marbles to travel in. And the orbs determine on their own where they roll and when. All of them entangled, working in harmony. Bonus points if they light up in various colors, possibly even changing colors as they travel around the machine.

    Right now, I have no clue otherwise about anything else within this world. I just like the fact that I figured out a way to make spherical magical computers.

    Soulfire Stone, by JoshEiten

    No clue if this will be useful for me, it's just cool art I found along the way.
    Ancient Titan, by Deiv Calviz

    It's not a cube, nor a "cube" (that being: truncated octahedron). But hey let's imagine it is. This looks neato!
    3D steampunk magic thingy, by dchan

    This was fun. I want more. Some on my to-do list are clothtech, aquatech, and maybe somehow turning language into technology without it seeming like a copy of runes.

    Tuesday, December 14, 2021

    Orbtech

    This started off as a thought experiment about a technology programmed in the dream world. Once a need for a physical focus came though, I recalled a meme that's currently trending, and… my mind couldn't help but ponder. Don’t take things written here as gospel, it’s just me making up wild ideas as I go. If I ever write again about Orbtech, I could change any of these details.


    Yes, this meme inspired the article partially. Cover art of Middle-Earth Quest: A Spy In Isengard, illustrated by Angus Mcbride.

    Take some quartz and start polishing it until it's nice and round. Keep going until you can practically see through it. Once that's the case, dip the creation in the dragon blood for 24 hours. It must be the only orb dipped in the dragon blood, if there are multiple this process won’t work. The less blood you use the better, because after using it this way the blood is drained of its magic. If you've done all the steps correctly, you should have a dream orb. Though since any other orbs are way less important, by now it is simply called orb.

    Orbs are special devices because at a glance they lack any visible signs of internal logic, and yet they can change their appearance and roll around, even reacting to outside inputs. In actuality, there's a complex code written inside of the orb, accessible through a highly unusual method - dreaming. If one falls asleep while touching the orb, they'll enter the orb's dreamscape. It's a world of dreams, shaped by the person who dreamed in it first after the orb's dragon blood bath. The simplest way to use orbs is for message delivery. Although impractical, since these messages can only be delivered in one’s sleep, the messages require no programming and they can target any of the senses. You can completely overhaul the dreamscape of an orb by dipping it in dragon blood for 24 hours.

    Those who dream within the orb and search for the code will find it. It takes the form of a large lattice of strings with vertices that can be knotted at the crossings, or not. One can walk through this lattice only interacting with it when they want to. Depending on these knots, the orb gets its programming, which then manifests outside. I don’t feel like coming up with the exact logic behind these is all that important, so that’s where my specifics of the programming language itself will end.

    If you wish to take inputs from the outside world, you must cut one of the strings, create the input within the orb’s dreamscape, and tie the thing to it. Since it’s rather difficult to imagine smells or temperatures, the vast majority of orbs take visual inputs. Maybe in the future, I’ll even figure out a way for the orbs to record and produce sounds. There are two more inputs: the last direction in which it has rolled, and the current direction it would fall in (in one word each, “front” and “down”).

    The orbs have two major outputs: Images, and rolling. Through complicated knot schemes, you can project any image that you can code or that the orb can record on its surface. The image is projected onto the orb always the same way front and down. As for rolling, the orb can move on its own, and as it does it changes which way its “front” is. Maybe there could be a way to make the orbs fly, but right now the idea is too raw for me to figure out how exactly.

    I don't know where is this from, but it's a lovely animation.

    If you search long enough, you’ll find the orb itself within the dreamscape. If you tie a knot around it and attach it to some configuration of knots, it will record its surroundings. It’s a standard to program these orbs to reveal their recordings by waving your hands over them for a couple of seconds, though you could also watch them in the dreamscape.

    The more an orb is used, the smaller it gets. When it becomes as small as a marble, it becomes incapable of giving outputs. It can still receive inputs, which is why these orbs can be useful as security camera replacements - tiny enough to be unnoticeable, and useless for most other things. At some point after that, the orb becomes too tiny to even record, or let anyone into its dreamscape. Due to this shrinkage, many people work on maximizing the work time they get out of a single block of quartz. Is it better to create a myriad of small orbs, or one big orb and then sculpt orbs out of the remainders?

    If you fall asleep touching multiple orbs at the same time, you’ll enter a random one. However, through doing this you will entangle the orbs - each of these orbs will contain within its dreamscape copies of other orbs, through which they can exchange information. Changes made to one orb will manifest in the copies inside of all other orbs entangled with it.

    A cracked orb brings bad luck. It has a harder time rolling, its image is disrupted, maybe even its function goes wrong. Maybe something worse happens if an orb cracks while you’re in its dreamscape. Handling the orbs without cracking them is an art form.

    For now, the system is way too simple to be useful for actually evolving a fantasy setting into a true cyberpunk one. But who knows, maybe in time I’ll figure out ways to add more things into it.


    David Bowie, from The Dark Crystal