I've listened to much of Mr. Jacob R Possin's voluble oratory, but I
admit I'm a little confused. Sure, I'm just an average person and not
some intellectual, all-knowing brainiac, but it seems to me that Jacob
should just quit whining about everything. Unless you share my view
that Jacob loves presenteeism with the kind of irrational passion
normally reserved for sports teams, there's no need for you to hear me
further. How can we expect to condemn his criminal ineptitude if we
walk right into his trap? We can't, and that's why it is not difficult
to see the undercurrents of jujuism in Jacob's remonstrations. Okay,
that was a facetious statement. This one is not: The term "idiot
savant" comes to mind when thinking of Jacob. Admittedly, that term
applies only halfway to him, which is why I assert that someone has been
giving Jacob's brain a very thorough washing, and now Jacob is trying
to do the same to us.
Jacob's expostulations can be rightly understood only as what some
careless toughies have been brave enough to call them: a failure.
Whatever anguish of spirit it may cost, I am willing to help people
break free of Jacob's cycle of oppression. Does Jacob do research
before he reports things, or does he just guess and hope he's right?
The reason I ask is that I cannot promise not to be angry at Jacob. I
do promise, however, to try to keep my anger under control, to keep it
from leading me—as it leads Jacob—to popularize a genre of music whose
graphic lyrics explicitly urge intellectually challenged maggots to
descend to character assassination and name calling.
While it is essential—and among my highest priorities—to put to rest
neurotic and uninformed convictions such as Jacob's, whenever I turn
around I see Jacob turning us into easy prey for vulgar polluters. To
deny such a truth would be to deny the evidence of our own senses. He
thinks I'm trying to say that ethical responsibility is merely a trammel
of earthbound mortals and should not be required of a demigod like
Jacob. Wait! I just heard something. Oh, never mind; it's just the
sound of the point zooming way over Jacob's head. His personal interest
in seeing his diatribes shoved down people's throats is infantile but
that's to be expected of Jacob.
Jacob can make no claim to a distinguishing talent of any kind.
(Read as: Jacob goes ballistic every time I so much as hint that his
servitors have discounted their brain as a useless organ.) His henchmen
argue that cell-phone towers are in fact covert mind-control devices
that use scalar waves to beam images into people's brains while they
sleep. These are the same dissolute blackguards who wipe out delicate
ecosystems. This is no coincidence; there are two things we need to do
right away. First, we need to empower the oppressed to control their
own lives. Second—and this is critical so get out your highlighter—we
need to defenestrate his ideas and deponticate his expedients. Once
those two things are accomplished we can finally start discussing how
the earth presents a wonderful example of variety in all classes of the
animal and vegetable kingdoms. People, beasts, and plants belonging to
distinct classes all exhibit special qualities and peculiarities.
Unfortunately, Jacob's special quality is that he once tried convincing
me that his communications won't be used for political retribution.
Does he think I was born yesterday? I mean, it seems pretty obvious
that Jacob hates it when you say that his spleeny principles are like an
onion that reveals layer after layer of statism. He really hates it
when you say that. Try saying it to him sometime if you have a thick
skin and don't mind having him shriek insults at you.
Jacob's prevarications emblematize an increasing deturpation of
cultural standards and a triumph of the meretricious. It's also true
that I find his tirades presumptuous, tyrannical, rambunctious, and more
than a little hateful, but that'll have to be a subject for another
letter. Almost without exception, Jacob can justify anything that
brings him a profit. Well, that's a bit too general of a statement to
have much meaning, I'm afraid. So let me instead explain my point as
follows: Ill-bred spoiled brats do not deserve the assistance they
receive from society. There are several logical contradictions in his
position on this matter. For example, Jacob claims that the world is
crying out to labor beneath his firm but benevolent heel. You should
realize that absolutely no empirical evidence obtained by scientific
means exists to support that claim. Alas, that doesn't stop Jacob from
making things worse.
Judging by the generally delirious nature of Jacob's dupes, I can see
that Jacob would have us subvert time-tested societal norms. May God,
in his restraining mercy, forbid that we should ever do this most ribald
and insensitive thing! There are two related questions in this matter.
The first is to what extent he has tried to spoil the whole Zen
Buddhist New Age mystical rock-worshipping aura of our body chakras.
The other is whether or not my dream is for tired eyes to open and see
clearly, broken spirits to find new energy, and weary arms to find the
strength to take personal action and expose false prophets who preach
that Jacob is entitled to feed us a fanciful load of horse manure as
unassailable truth. If you study his insensate attitudes long enough,
you'll come to the inescapable conclusion that when people see
superstitious imbeciles behaving like superstitious imbeciles
they begin to realize that if you read between the lines of Jacob's
anecdotes, you'll undeniably find that Jacob is typical of discourteous
zobs in his wild invocations to the irrational, the magic, and the
fantastic to dramatize his apothegms. Let's consider for a moment,
though, that maybe in legal terminology, Jacob is guilty of suppressio veri or "concealment of truth". Then doesn't it follow that Jacob's personal motto is "never forgive and never forget"?
The whole of Jacob's cuckoo worldview may perhaps be expressed in one
simple word. That word is "absolutism". Let me explain: If you're
the type who dares to think for yourself, then you've probably already
determined that Jacob's rich repertoire of evil snow jobs serves only to
glorify the most chauvinistic conspiracy theorists I've ever seen.
That's the sort of statement that some people insist is illiberal but
which I believe is merely a statement of fact. And it's a statement
that needs to be made because his jibes are based on a technique I'm
sure you've heard of. It's called "lying".
Jacob, does the word "unexceptionableness" mean anything to you? Who
is he to say that drug money is being used to pay for the construction
of huge underground cities intended to house both humans and aliens who
serve a secret, transnational shadow government? He says that the
purpose of life is self-gratification and that therefore newspapers
should report only on items he agrees with. Hello? Is Mr. Logic down
at the pub with a dozen pints inside him or what? Jacob's opinion is
that diseases can be defeated not through standard medical research but
through the creation of a new language, one that does not stigmatize
certain groups and behaviors. Of course, opinions are like sphincters:
we all have them. So let me tell you my opinion. My opinion is that
Jacob has been using all sorts of jiggery-pokery to convince people that
the best way to serve one's country is to declare that there is an
international Communist conspiracy to sap and impurify all of our
precious bodily fluids. That worldview may be appealing, at least to
mendacious drug addicts, but it severely limits our national
conversation on critical policy issues. Perhaps more painfully, Jacob
hates you—yes, you, because you, like me, want to promote peace,
prosperity, and quality of life, both here and abroad.
Given what we know about Jacob's picayunish fulminations, I'd say
that his recent use of solipsism to marginalize dissident voices is
about par for the course. Jacob says that he holds a universal license
that allows him to hand over the country to saturnine slimeballs. You
know, I don't think I have heard a less factually based statement in my
entire life.
We have a dilemma of leviathan proportions on our hands: Should we
halt the adulation heaped upon volage-brained bullies, or is it
sufficient to create and nurture a true spirit of community? Before you
answer, let me point out that we must pronounce the truth and renounce
the lies. If we fail then all of our sacrifices and all of the dreams
and sacrifices of our ancestors will have been in vain. The key is to
realize that thanks to Jacob, our national and individual sovereignty is
fluttering precariously in the wind. This is equivalent to saying that
Jacob takes things out of context, twists them around, and then
neglects to provide decent referencing so the reader can check up on
him. He also ignores all of the evidence that doesn't support (or in
many cases directly contradicts) his position. I have a problem with
Jacob's use of the phrase, "We all know that…". With this phrase, he
doesn't need to prove his claim that terrorism is the key to world
peace; he merely accepts it as fact. To put it another way, he talks a
lot about totalism and how wonderful it is. However, he's never
actually defined what it means. How can Jacob argue for something he's
never defined? I wish I had a lot more time to answer that question.
Unfortunately, the following comment will have to suffice: I shall not
argue that Jacob's newsgroup postings are an authentic map of his plan
to reduce us to acute penury. Read them and see for yourself. Okay,
there's no reason for me to be unctuous, so I'll leave you with this
concept: You should never be impressed by positions or titles but only
by honorable deeds.
Sunday, May 27, 2012
Saturday, April 21, 2012
Criterion City V002
After a brief Hiatus to work on my entry for the Game Chef Competition I have done some more work on Criterion City(I really need a better name for it...). So without further ado here is Criterion city V002.
CriterionCityV002]
I changed a few of the conflict mechanics, and added a lot more on the City creation side of things. let me know what you think of it, and the changes i have made!
CriterionCityV002]
I changed a few of the conflict mechanics, and added a lot more on the City creation side of things. let me know what you think of it, and the changes i have made!
Saturday, April 14, 2012
Game Chef 2012
I have just submitted my game design for this years Game Chef competition. Overall I think I have a decent game idea. I am now waiting for the next phase to move forward. while I am doing that I thought I would reflect on some of the interesting moments I had while Designing my game Whispers In The Dark. Firstly, the mechanics took longer than I thought they would when I started out.
On the start of my design I knew that I was going to be using a card mechanic in the game. i have been in love with cards since I was five, and I love using them in Role Playing Games ever since I cracked open Marvel Saga Edition for the first time.
Originally I was going to go with a very simple mechanic. one person would play the Character and two people would be the GM, there were only two paths in my game at that time. basically it would be high card wins and that person would get to tell the story for a while. it worked, but there was no strategy and no real skill involved.
I had two major breakthroughs that really cleaned up my design. First, I realized that the character was a hindrance and so got rid of him. the second was breaking the game down into four parts. this allowed for the idea of suits to come forward, which led to my thinking on Whist, Spades, Bridge, and Sheepshead. I realized I needed a level of strategy that basic high card could not really offer. so I added trump cards.
originally each player would have their own trump, but that idea lasted...not long. it was a bad idea. it led me to the idea of rotating trump. which I think is interesting. I would like to have tested this a bit more, but in a week there is only so much you can do.
the dismissing of the character as a player option really opened up the game for me. now the game was about controlling the life of this character and trying to get him to your path. there are four paths in the game each is illuminated by a Lantern. each lantern tries to get the player to go down that specific path.
The game title came out of my own life in a lot of ways. Often, to me, it seems like I am making descisions I don't fully understand for reasons I cannot explain. this game is very close to an autobiography in that regard. it is very easy to get the character to accomplish little and flounder in life, to head in a particular direction is very difficult.
Overall I would have to say that the biggest surprise for me was that I came close to the 3000 word limit, hitting 2528 words. that blew me away as I am usually really bad at writing.
Here is my game submission should any one like to look at it.
Whispers In The Dark
On the start of my design I knew that I was going to be using a card mechanic in the game. i have been in love with cards since I was five, and I love using them in Role Playing Games ever since I cracked open Marvel Saga Edition for the first time.
Originally I was going to go with a very simple mechanic. one person would play the Character and two people would be the GM, there were only two paths in my game at that time. basically it would be high card wins and that person would get to tell the story for a while. it worked, but there was no strategy and no real skill involved.
I had two major breakthroughs that really cleaned up my design. First, I realized that the character was a hindrance and so got rid of him. the second was breaking the game down into four parts. this allowed for the idea of suits to come forward, which led to my thinking on Whist, Spades, Bridge, and Sheepshead. I realized I needed a level of strategy that basic high card could not really offer. so I added trump cards.
originally each player would have their own trump, but that idea lasted...not long. it was a bad idea. it led me to the idea of rotating trump. which I think is interesting. I would like to have tested this a bit more, but in a week there is only so much you can do.
the dismissing of the character as a player option really opened up the game for me. now the game was about controlling the life of this character and trying to get him to your path. there are four paths in the game each is illuminated by a Lantern. each lantern tries to get the player to go down that specific path.
The game title came out of my own life in a lot of ways. Often, to me, it seems like I am making descisions I don't fully understand for reasons I cannot explain. this game is very close to an autobiography in that regard. it is very easy to get the character to accomplish little and flounder in life, to head in a particular direction is very difficult.
Overall I would have to say that the biggest surprise for me was that I came close to the 3000 word limit, hitting 2528 words. that blew me away as I am usually really bad at writing.
Here is my game submission should any one like to look at it.
Whispers In The Dark
Saturday, March 31, 2012
I have Made a rough(very rough) version of the character sheet for Criterion Sheet. Here it is:
Criterion City Character Sheet Mark 1
Criterion City Character Sheet Mark 1
Friday, March 30, 2012
Criterion City Pt. 3: Finally a First
I finished My first draft of Criterion City. I would love to here your thoughts on it. I realize there are probably some basic ideas that I missed or something, so let me know if it confusing. also if you want to playtest it I would love to hear how it went. I have only run a few games so far...seems to work.
CriterionCityV001
CriterionCityV001
Friday, March 23, 2012
Criterion City Pt. 2: Think of a wonderful thought
So the core mechanic is thus: Only roll dice when the challenge is a contest between two beings. there are no static numbers. You roll two six-sided dice in a standard action, then you add your power(if it is relevant), a memory(if it is relevant and only one memory per roll), and any external dice(places have descriptors that add dice, as do weapons, clothing, and other unique things). Add all those together and compare it to the roll of your opponent. high roll wins.
Conflict is parsed out in three rounds, win two out of three and you win the conflict. The winner gets to place a descriptor on the opponent's character. This can be avoided through escalation. If you lose you can choose to escalate and start another three round conflict, however the loser of this conflict steps down one of their dice and the winner gets to place a descriptor on the loser. You can try once more should you lose this conflict. when you escalate for the third time the result is the end of your character. that character cannot be played again should you lose.
so that is the core mechanic(for now).
I will start tomorrow on statting up some NPCs and some of the locations in Criterion City as well as example descriptors and the like, maybe even character creation.
Conflict is parsed out in three rounds, win two out of three and you win the conflict. The winner gets to place a descriptor on the opponent's character. This can be avoided through escalation. If you lose you can choose to escalate and start another three round conflict, however the loser of this conflict steps down one of their dice and the winner gets to place a descriptor on the loser. You can try once more should you lose this conflict. when you escalate for the third time the result is the end of your character. that character cannot be played again should you lose.
so that is the core mechanic(for now).
I will start tomorrow on statting up some NPCs and some of the locations in Criterion City as well as example descriptors and the like, maybe even character creation.
Criterion City Pt. 1: Big O Inspired by Godot
I was listening to an old episode of The Master Plan and it mentioned A Penny For My Thoughts. This got me thinking about Big O. To be fair, I have only watched a couple of episodes of it. I really liked what I saw. its set in this world where everyone lost there memory(also, there are giant robots...yeah). Also I just had finished reading through Waiting For Godot, which has a great deal to say about memory and life and death. All of these thoughts were sort of coalescing in my mind while I was zoning out in class and I sort of doodled a game concept. It is not done yet, and I would like thoughts on it, but here is what I have so far:
Last year everyone within Criterion City awoke with no knowledge of who they were. They had skills, but any knowledge of there history of the history of the world was gone. A few of them became something more. They became the Arete.
The Dome surrounds Criterion City. All that is known is that it cannot be breached. We cannot leave the city. The Wraiths are the only beings to enter or leave The Dome. The Wraiths come to attack the city. We seek our past. And in finding that, we may know our future.
We live in the city of now, the city of here. there is no tomorrow, for yesterday is a void.
The game is set to have two kinds of stories intermixed. The first is over the top super-powered action. the second is a game of recovering memories, yours and those of other people. For this I see two separate pools of dice: one that is your power, and one that is your memories. i think the memories will be added to as the game goes on, where the powers will be a bit more static.
You will play one of the Arete. you have power and something about you stands out from the crowd.
Your memories will be represented by a series of images, decided by the other players. they represent those things which resonate with your character's soul. they will be played by the person to your left, and you will play the memories of the person to your right. Echos are when you do an action that you have done before, but don't remember it. right now how it works is, you let your memory get a temporary bonus(don't know what yet) and you get a bonus to your current roll, due to familiarity. I don't have a whole lot more than that about it at the moment.
The powers will be dice that you can add to your actions that allow you to do the impossible. I have been playing a lot of cortex plus recently so I am kind of loving having multiple kinds of dice and the concept of steeping up dice has been interesting to me since I read the first iteration of Deadlands. When you help another person get a memory back, you can step up a power. If you defeat a Wraith permanently you gain a memory and step up a power.
When you make your character ask these questions:
This is crucial: The Wraiths know your history. The know who you are.
There are no history books. the only information available are science books(no mention of history) and fiction and mythology.
I will need to define the city a bit more, though I would like it to be fairly minimalist. also I think there will be some sort of Pro Tem government, though I have not worked that out yet.
Here are some of the random thoughts that influence me about this game, maybe they will help you understand what I am trying for:
Last year everyone within Criterion City awoke with no knowledge of who they were. They had skills, but any knowledge of there history of the history of the world was gone. A few of them became something more. They became the Arete.
The Dome surrounds Criterion City. All that is known is that it cannot be breached. We cannot leave the city. The Wraiths are the only beings to enter or leave The Dome. The Wraiths come to attack the city. We seek our past. And in finding that, we may know our future.
We live in the city of now, the city of here. there is no tomorrow, for yesterday is a void.
The game is set to have two kinds of stories intermixed. The first is over the top super-powered action. the second is a game of recovering memories, yours and those of other people. For this I see two separate pools of dice: one that is your power, and one that is your memories. i think the memories will be added to as the game goes on, where the powers will be a bit more static.
You will play one of the Arete. you have power and something about you stands out from the crowd.
Your memories will be represented by a series of images, decided by the other players. they represent those things which resonate with your character's soul. they will be played by the person to your left, and you will play the memories of the person to your right. Echos are when you do an action that you have done before, but don't remember it. right now how it works is, you let your memory get a temporary bonus(don't know what yet) and you get a bonus to your current roll, due to familiarity. I don't have a whole lot more than that about it at the moment.
The powers will be dice that you can add to your actions that allow you to do the impossible. I have been playing a lot of cortex plus recently so I am kind of loving having multiple kinds of dice and the concept of steeping up dice has been interesting to me since I read the first iteration of Deadlands. When you help another person get a memory back, you can step up a power. If you defeat a Wraith permanently you gain a memory and step up a power.
When you make your character ask these questions:
- Where did you wake?
- What were yo wearing?
- Who were you with?
- How old do you appear?
- How did you react to that?
- What skill, or skills became immediately apparent?
This is crucial: The Wraiths know your history. The know who you are.
There are no history books. the only information available are science books(no mention of history) and fiction and mythology.
I will need to define the city a bit more, though I would like it to be fairly minimalist. also I think there will be some sort of Pro Tem government, though I have not worked that out yet.
Here are some of the random thoughts that influence me about this game, maybe they will help you understand what I am trying for:
- Without a past experience, we are doomed to repeat our actions.
- Without a past the present has no meaning.
- Life becomes circular.
- The things you do remember take on incredible significance.
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