My Games

Sunday, May 7, 2023

The Dimensional Hierarchy is a Lie

The cube is a lie.
The square is a lie.
Even the line, is a lie.

Imagine two lines:
━  ━  ━
━  ━  ━

Or this way:
│ │

│ │

│ │

What is their relationship? Which is length? Which is width?



│━  ━  ━

If I rotated them, how would you know the difference? (Ignoring that these are different ascii characters...)

We think of dimensionality as a hierarchy; a one-dimensional line, two-dimensional square, three-dimensional cube, four-dimensional hypercube or time... but really, these are all single dimensions which may or may not have their own properties (is time just a rotation of space, or something fundamentally different?), which may very well be heterarchical, but we've chosen to think of them hierarchically.

And there is value in doing so, both because there is still clearly some kind of underlying systemic relationship, but also, having a shared understanding of what is up or down, left or right, lateral, before or after, or causal, is just a very useful assumption to make, and makes our perceptions of reality more communicable. Yet, when we fail to recognize that we are not always sharing this understanding, that our different perceptions may reflect the relativistic nature of reality itself, it only holds us back.

A zero-dimensional space is simply a dot. A line is a series of dots that can more parsimoniously be described by the equation Y=A+BX (or you may have learned it as Y=MX+B but it amounts to the same thing...). From the two-dimensional graph space, we can explain a series of dots in terms of their distance from a line cutting through them; the slope, B, being our one dimension.


If we add a second dimension to explain a three-dimensional graph by the distance of dots from a plane (or square) cutting through the space Y=A+B1X1+B2X2, we get something like: 

To the extent that we can conceptualize information, data, as a series of zero-dimensional objects, and create lines and planes and hyperplanes, cutting through a graphical space necessarily at least one dimension larger than the shape we cut through it (this is related to degrees of freedom or rank in statistics), and use that to often quite effectively explain patterns and even create learning algorithms, is it hard to imagine that this might speak to the nature of physical and metaphysical reality as well? We have plenty of other reasons already to believe that reality is better explained via probabilities than causalities, admittedly outside of my wheelhouse. 

Maybe all of these data are just being funneled through the fixed structure we think of as spacetime. But I dunno, maybe it makes more sense to think of reality as an "emergent" property of interactions of data- not that it can't be represented or interfaced with, but that, necessarily, part of the network exists in a larger (NOT "higher", necessarily) dimensional space than we can perceive all at once.

But it may not be that we can't perceive those other dimensions. Again, thinking of them as "higher" may be erroneous. It may just be that we can't perceive all of them at once; we may only be able to perceive, at most, n-1 of them at any one time.

But also, remember, these dimensions may themselves be unfixed, whether it's a matter of rotation, translation, reflection, or maybe even entire re-configuration.

They say that to effectively break the rules, you have to understand them first. I believe there is a numinousness that comes from the ability to think in terms of graphical representations, equations, and probabilities. Maybe it's all something between panentheism and animism? A series of wills superimposed on top of each other, a systemic or functional relationship between all things, each operating within their own dimensionalities; different frequency networks or phase networks, a push and pull of "spiritual forces", no one seeing all of reality, any one only seeing at most n-1 of it; none of it existing in isolation, every one making up its ever-changing totality.

Sunday, April 30, 2023

Maximum Recursion Depth... in 3D!!! (Proof of Concept)

While I did not design the algorithm, I've been playing around with the StereoscoPy open source codebase to create anaglyph 3D images. I've talked about my interest in anaglyph 3D before with my Positive and Negative Planes Concept so it was fun to do this. I actually bought red and cyan glasses to try this out (you can find them pretty cheap online).

The results are by no means perfect, but short of designing it from scratch with anaglyph 3D in mind, the fact that it works at all and I can more or less automate it is pretty cool.


How does Anaglyph 3D Work?
Anaglyph 3D takes two images offset from each other, like imagine a photo of a scene, and a subsequent photo taken from a foot to the left, or something like that. It then aligns and merges the images, and color codes them, most frequently with red and cyan. Then, when wearing red and cyan lenses, the respective colors are filtered from one eye or the other, such that your eyes receive competing information that makes it appear 3D.

Tbf since I did not code the algorithm myself, this is a bit of a weak sauce explanation, this is among the reasons why I prefer to do things from scratch like with my Genetic Algorithm that Learns the Konami Code, but for now this is fine.

Anyway, after installing that StereoscoPy module, and after experimenting with several different parameters, I used the following command to generate an anaglyph 3D version of the MRD Cover:
  StereoscoPy -A -S 20 0 -a ./MRD_Cover.jpg ./MRD_Cover.jpg
    ./MRD_Anaglyph.jpg
Rather than using two images, I just used the one cover, but offset it to the left (-S 10), and used their auto-alignment algorithm (-A).

In addition to installing this module with the auto-align optional dependencies, I did also have to install some linux packages for this to work, and only was able to figure that out by tracing some errors and googling around, so it's not as user-friendly as it could be. Perhaps I could submit a PR to make it more user friendly, in lieu of writing it from scratch...


Maximum Recursion Depth in 3D!!!
Reminder that this requires red and cyan glasses.

Anaglyph 3D conversion





JPG of original cover


Sunday, April 23, 2023

Appendix-N for a "Weird & Wonderful" Animist Setting I haven't Written Yet: Pariah by way of Maximum Recursion Depth(?)

I've been slowly conceiving of a "Weird & Wonderful" Animist setting, percolating over the last couple years or so at least. I've probably posted other versions of this idea that I'm forgetting, or at least there are other ideas I've posted about that feed into this. It's probably reductive to solely refer to it as an Animist setting, but I don't know how else to do so that isn't rooted in or going to provoke preconceived notions that I don't mean to provoke, that was the best I could think to do.

In it's current shape it's not connected to the shared setting of Maximum Recursion Depth Vol. 1 and MRDVol. 2 directly, but I see it as spiritually connected. Whereas MRD Vol. 1 uses as a metaphor Buddhism and the satire of Journey to the West, and MRD Vol. 2 uses as a metaphor Judaism and my thoughts on Jewish American Identity, this is more so inspired by Animism and Humanism from paleolithic, neolithic, and indigenous cultures both historically and in modern times (acknowledging modern indigenous cultures are not "living museums"). But just as with MRD Vol. 1 and 2, spinning those metaphors into something distinctly and unambiguously my own. I don't want to hew too closely to any specific belief or culture, because I don't want to misrepresent them (I'm already worried about some of my terminology and explanations here, but hopefully the intent comes through) nor risk appropriating them. They are inspirations in a distilled sense, and if you've read anything I've written before, hopefully this is all clear. Anyway... 

The single-sentence pitch might be: Pariah by way of Maximum Recursion Depth(?)

The Appendix-N ended up being so long, and the setting itself still so nascent, that I'm actually going to post this first, you all can digest it, and then later I'll post about the setting and you can try to interpret it from this lens.

It might be a fun exercise to consider what world you might create for yourself from these disparate inspirations.


Appendix-N
I already feel guilty if I forget someone or chose not to include them, but so it goes :/. Also, if you're reading this in the future, hopefully I've since read some of the things here that I reference but acknowledge I have not read yet. And I bet by the time I actually do anything formally with this setting, there will be many more inspirations.


PARIAH (Alone in the Labyrinth). Brilliant setting and arguably the beginning of some of these ideas, from my interview with Semiurge (Archons March On) and subsequent interview with SofinhoOne day I will get back to doing interviews...

Semiurge: To go back to Pariah's setting, it's hit home a bit of what is conventional wisdom for osr settings that didn't previously land for me. The post-apocalyptic, social order has broken down sort of stuff. But in kind of the opposite direction, pre-civilization rather than post-civilization. Smaller cast, smaller world, no big powerful states to exist in the shadow of. More room for weirdos and weird doings.

As discussed in my interview with Sofinho, I also found the Realms and Entheogens in particular deeply inspiring; this weird psychedelic blurring of reality, and defying the preconceived notions and categorical thinking of most kinds of magics, planes, and elements found in many other settings.


Sapiens by Harari and The Dawn of Everything by Graebor & Wengrow. Despite the fact that the latter frequently responds to the former and people seem to put them in mutually exclusive boxes, or perhaps because of that, I include these two together.

Sapiens provides an impressively comprehensive and coherent look at the history of humanity, with some big picture ideas around superorganisms and the nature of religions and ideologies which strongly resonated with me.

Dawn of Everything provides deep and detail-oriented insights into various indigenous and historical cultures, arguing for how things were and how things could be in ways that, while I have some qualms or open questions, I nonetheless find compelling and aspirational.


Ènziramire of On a Majestic Fly Whisk. A brilliant newer TTRPG blogger and academic thinker exposing me to so much more about Africa's cultures, and his own thoughts and ideas. An OSR Aesthetic of Ruin, Have you Met My Ghoulfriend, and Mantismen come to mind most immediately, but all of his posts are amazing.


Ubuntuism the African humanist philosophy. I still have read very little into it unfortunately, since very little of it is readily available, although Enziramire has pointed me to some of Samkange's other works. If Cartesian Rationalism says "I think therefore I am", Ubuntuism says "I am therefore we are". Given the interconnectedness of all people, any one's existence is confirmation of the existence of all others, and the acknowledgment of our collective being. An elegant synthesis of ethics, epistemology, and metaphysics. Amazing. Another book on African philosophy I hope to read that Enziramire turned me onto: The African Novel of Ideas: Philosophy and Individualism in the Age of Global Writing

I assume many of the ideas in that book would fall into the subsequent category below, or outside of either of these categories, which is of course the problem with trying to discretely categorize things like this. I apologize in advance if my categorical scheme between these paragraphs implies any ignorance on my part, but anyway I am not taking these categories as Truths of the universe.


Animism. This is such a broad category that I don't even know where to begin pointing to, and frankly I have not done nearly enough formal reading. I used to be one of those people who thought of animism along a linear spectrum of "progression", but I realize now how mistaken that idea was. As with Ubuntuism, or the Panentheism I see in Judaism, there is an understanding in Animism of the interconnectedness of things, a kind of graph theory by way of spirituality. Some Animism or indigenous culture-related books I hope to read eventually:
Very much open to other suggestions! I'd also like to read more about Shintoism and the Shinto/Buddhist interaction, indigenous Japanese animism such as the Ainu, and the Jomon era (I am somewhat knowledgeable on some of these things already); Australian, Polynesian, Pacific Island indigenous beliefs (and also the math of their astronomy and naval navigation, if known); Inca, Maya, Olmec, Teotihuacan, Hopewell, and other civilizations of the Americas; Celtic Animism; the list goes on...

Somewhat of a tangent, but I'm also interested in the Animist/Dualist interaction, like the recurring Hero Twins in relation to an otherwise Animist schema in many Native American mythologies, the Ondinonk / soul desires concept of the Wendat which I can find very little about online but read about through Dawn of Everything; some of my thoughts around the Philosophy of Games (see that section further below) intersect with these spiritual and cultural ideas. Likewise, the way DoE describes the historical trade practices in the Americas as being rooted not in market / barter economics as we think of it, but in heroic adventures, art, and spiritual wellness; I believe the interaction between these ways of thinking with various aspects of systems or quantitative thinking is profound and vastly underexplored in modern culture, even among more radical countercultures that I'm aware of. Also interested in the dualism of Zoroastrianism, Gnosticism, and Yazidi mythology, but I'm not sure if any of that fits into this so that's entirely a tangent...


Poetry, Manifestos, and Countercultural Literature. A broad category and I'm not sure how to describe it's influence necessarily. Perhaps inspired by my interview with Ms. Screwhead of Was It Likely (and Iconoclastic Flow!). Much of what appeals to me about poetry is its synthesis of structure and aesthetics. Listen to this episode of the Ezra Klein podcast, they explain it better. I've been thinking about numinousness, specifically through a conversation with Semiurge, and I believe that ties into this as well. I've been reading things like James Baldwin and the Beat Poets, and some of the manifestos like The Dada ManifestoThe Manifesto of Futurism, and hopefully soon the The Surrealist Manifesto (I'll also get around to properly rereading The Communist Manifesto some day...). It may not directly influence the setting, but it's influencing how I'm thinking about things generally. All of this talk about numinousness and poetry reminds me that from Semiurge's suggestion, I really need to read Novalis as well.


The Philosophy of Games. I've been thinking about "games" for a while. Inspired by Kondiaronk and the Wendat people (by way of aforementioned Dawn of Everything), the philosopher C. Thi Nguyen (he had a great Ezra Klein interview as well, and he also has a book, Games: Agency as Art which admittedly I have not read yet), Genetic Algorithms, and TTRPGs in the abstract. I also need to read Homo Ludens. In the same way that language and writing have been transformative technologies that meaningfully influence society and individual human consciousness, I believe other transformative technologies have existed, or could exist, and that the pursuit of such is no less worthy than that of any other cultural pursuit, or at the very least is a worthwhile pursuit within the context of creative endeavors, the arts, fiction, gaming, etc.


The Aquarians of Aquarian Dawn. Yes I'm referencing my own setting. I still think there's more to explore with that, and I'm better equipped to do so now than I was a 4+ years ago when I was running that campaign. Mike of Sheep & Sorcery described The Aquarians as like a Fantasy version of the Tau from WH40K. While I'm referencing my own ideas feeding into this, I'm also working on something called The Mycelium Matrix with Huffa, which conceptually feeds into this setting well.


The X-Men Comics, specifically the Krakoan Era, and the Cerebro Podcast by Connor Goldsmith. I've always been a fan of X-Men, but the Krakoan Era has really been exceptional (note that I'm still like at least a year behind and very slowly catching up while simultaneously reading through the Claremont era and other classics...). I love how Krakoa picks up kind of where Grant Morrison's New X-Men left off philosophically, trying to not just fit the X-Men into a metaphor of the status quo, but to elevate them, to explore how the interaction of spiritual, intellectual, scientific, and queer ideas might create something radical and powerful and new, something Weird and Numinous and technomagical, while acknowledging flaws and failings and the ways in which they might be undermined or might undermine themselves. It's one of the most interesting takes on the Superhero Mythology that I've ever seen, and it's amazing how consistent and organized it has been across the entire line of books, many creative teams, over a span of years, which is in itself a testament to the narrative they are telling. There's just nothing else like it afaik; even despite the corporate constraints it tells a more interesting and profound story than most anything else of its kind. It is a profoundly honest attempt to explore a new kind of society. I find it inspiring and aspirational in the same way I find the ideas explored in Dawn of Everything, or those explained below.


Charles Stross' Accelerando and Glasshouse, Adrian Tchaikovsky's Children of series, and Quipu, or the importance of numinousness, and considering alternative STEM frameworks and the interaction of philosophy and STEM through science fiction or other cultures.
A reductive explanation of Stross and Tchaikovsky, and why I group them together, is that they each explore in a brilliant, imaginative, and at least semi-plausible way, transhumanist worlds, through AI/singularity and animal uplifts, respectively. Return to my quote from Semiurge on Pariah to hopefully at least understand in part the circular relationship between any meaningful exploration of the past and future. I am still reading Glasshouse, and have not read Children of Memory yet.

Semiurge also recently suggested an idea around reconceptualizing our categorical frameworks of knowledge, i.e. the semi-arbitrary distinction between humanities and STEM, suggesting as one possibility the idea of numinousness as a better dimensionality reduction (that's my own paraphrasing of it, using Principle Component Analysis as a metaphor here). Some of this I believe is expressed in his Random Numbers, itself inspired by my Weird Colors. This also gets back to the poetry stuff.

As someone who values STEM / systems-thinking, I also want to explore alternative frameworks of doing so, either from science / speculative fiction as explained above, through poetry and spirituality and in the numinous, or through indigenous or historical cultures. I find ideas like the Inca Quipu's knot-based encoding system and other historical or indigenous maths and sciences absolutely fascinating (including modern indigenous maths [EDITED: Hyperlinking this post from the future (it's lower down in the post...)]), and beneficial to humanity as a whole both in a one-dimensional sense as the net effect of its application, but even more so in the multidimensional profundity that comes in having multiple frameworks from which to think about things, and all the ways one may combine them. Below are a couple books that I admittedly have not yet read but that I hope to read eventually. My exploration of Gematria would also fall under this category.

While he is more so an inspiration for MRD Vol. 2, I continue to think Norbert Wiener is someone more people should be reading. He is the originator of the concept of cybernetics, and also someone who clearly thinks critically and philosophically about the world, with generally leftist/progressive views which he was very frank about, and an excellent example of the numinousness found in the intersection of STEM and philosophy. The Human Use of Human Beings, and God & Golem, Inc. are both fairly short reads and geared towards a general audience, and I would recommend both of them (the former especially).


Finally, many of these ideas have been coalescing through my ongoing conversations with my friend Dr. Flux.

Sunday, April 16, 2023

I Wrote a Genetic Algorithm to Learn the Konami Code!

It's been a pet interest of mine for years to learn how to write Genetic Algorithms, but it was never quite clicking for me. I ended up stumbling upon this video (embedded below but if you don't see it it's also the previous hyperlink), and it finally clicked. This video is entirely no-code, just a simple and intuitive explanation. They said there'd be a code walkthrough video as well but unfortunately it doesn't look like they ever posted it.


My Genetic Algorithm to Learn the Konami Code is open source, available on github here. With a little work this could probably be fitted to an emulator to actually trigger in a game, or maybe even with a real game console if the controller inputs are programmable, that's a little outside my purview. It would be cool if somebody wanted to try that, but really this is just intended as a technical demonstration.

Genetic Algorithms use the principles of genetics; fitness, reproduction, and mutation, to converge on solutions given some task.

They have a lot of applications, such as robotics, neurocomputation, and machine learning, but this is just a simple Genetic Algorithm, no ML involved here.

I also have some ideas for using Genetic Algorithms for worldbuilding, TTRPG stuff, or quasi-videogames, but still need to give all of those some thoughts.

Keeping it simple, I thought it would be fun to train a Genetic Algorithm to learn the Konami Code.



I give a simple explanation of it here, but if you follow the link above to the github repo, the README explains it in more detail and also shows an example.


Konami Code

["↑", "↑", "↓", "↓", "←", "→", "←", "→", "B", "A", "START"]

The Konami Code is a common set of user inputs in videogames to activate cheats or secrets, most famously old Konami games.

We can think of these 11 inputs as the genes making up a strand of DNA.

Players

We have some number of players. We can represent each player as a strand of DNA composed of 11 genes of seven types: ↑, , ←, →, B, A, or START.

Our initial population has entirely random genes; any 11 inputs among those seven values.

Fitness

We can imagine each player presses their controller inputs one by one (i.e. their genes), and each time their current input matches the Konami Code, their score goes up by one. If they press the wrong button, they lose a life, and they only have one life, so whatever score they had before the mistake is their final score. 

There are certainly more efficient fitness algorithms, but I like the simplicity of this one and the way it works for our metaphor, as if literally pressing the buttons one-by-one on a controller.

Selection and Crossover

We take the players with the top X score and drop the rest of them. 

Then, we generate new players, up to the number of the original playerbase size, by crossing the winners of the previous round. We take any two winners at random, and for each of our 11 genes of the DNA strand, we pick randomly from one parent or the other.

Since all of the new players were created from the selection of the highest scoring players of the previous generation, the genes they inherent are more likely to be correct, so they generally show improved performance over previous generations.

If all of the highest scoring players had a score of two or higher, this means they all inputted ↑ ↑ of the Konami Code correctly, and as a result all of the new players will also get at least a score of two, because they can only inherent ↑ for those first two genes.

On the other hand, if none of the starting players had START as their last gene, then no future generation of players will ever be able to win, because they can never inherent START in the final gene.

This is why we add Mutation.

Mutation

Mutation creates a percent likelihood that any given gene will change into any of our possible inputs, even if they did not inherit that input. With a mutation rate of 0.05, there is a 5% chance that any of the 11 genes of a player's DNA will mutate into any of the seven inputs.

Mutation can cause a good gene i.e. a correct input of the Konami Code to change, meaning it might take more generations of play before a sufficient number of players win. However, it also means that if you start with a low-scoring or non-viable starting group of players, that they can catch up more quickly, or succeed where it might otherwise have been impossible.


AND THAT'S IT!
If you want to know more about the particulars, check out the open source github project, or feel free to ask more questions here.


Sure this is cool I guess, but what's the big deal?

If you think coding and technology is black magic, nothing I say is likely to change that and while I think that's a shame, I'm not trying to change your mind.

All the same, if you're at all interested in natural philosophy or understanding the world, this is a cool demonstration. The fact that we can abstract the principles of genetics and use them to solve problems analogically demonstrates the existence of these systems and how they operate, and by extension informs our understanding of the world. The mathematical or algorithmic representation of them is just a language to make it easier to understand.

To me, conceiving of and training an algorithm to solve the Konami Code, it's like a puzzle, or a poem. It's a little piece of art. That's not to deny that these things can be used poorly, but both things can be true, and these systems exist in the world whether we use them or not, and also, people are using them, so isn't it better to find ways to find the beauty in them and use them for good? Even if you believe there is no good way to use them, if you really believe they're so powerful and so dangerous, isn't that all the more reason to understand what they are and how they work, so that you can better protect yourself from them?

Friday, April 7, 2023

A Super-Solid State of Matter

A super-solid state of matter like the opposite of plasma, colder than cold. Like a miniature blackhole in homeostasis. Black, opaque, bending spacetime around it. Hard, like absolute sharpness. Heavy with its own gravity, yet inert in-place. When pulled from homeostasis by a sufficient force, the imperfections in its field shear at spacetime like a ball of scribbles puncturing paper.


Found this old writeup in my notes, pretty sure I never posted it before.

Thursday, March 30, 2023

Post Apocalyptic Science Fantasy Mecha (CROSSOVER) Game: Gundam, Evangelion, Mazinger

EDIT: Not sure why the majority of the images I tried attaching didn't work upon initial posting, will see if I can fix...


Setting
A Super Robot Wars style crossover! And also post apocalyptic science fantasy! What if, hear me out, instead of a post apocalyptic science fantasy world of warriors and wizards, instead it was mecha and kaiju? The evil wizard overlords have "Super Robots" like Mazinger Z or Gurren Lagann, and our scrappy OSR-esque underdogs have "Real Robots" like Ichinana or mass-produced Gundam GMs. But over time, they may scavenge or steal Super Gear and Mods to empower them further.

I couldn't think of a good "Real Robot" alternative to Getter Robo but I'm including this pic anyway.


System
The system is a stripped down version of Into the Odd or Maximum Recursion Depth, with the Mecha Concept Crafting mechanics from MRD Vol. 2. I've mostly moved away from Get into the Machine, Shinji!, it was a decent proof of concept but now I use basically just MRD + Mecha Concept Crafting.



Into the Odd Compatibility
Each Ability Score is its own HP Pool. Additional HP is just a buffer if you take additional damage after depleting an Ability. Ability Score damage does not affect Saves.

Karmic Attachments listed for each PC are character goals. You can treat like a Milestone XP thing, or just a suggestion.


Maximum Recursion Depth Compatibility
Karma is not demonstrably real in this micro-setting, so Karma and Karmic Attachments actually are just an abstraction (unlike MRD). You can replace Karma and Karmic Attachments with something like Gilgulim and Nazarite Vows from MRD Vol. 2, or with an HP buffer and Milestone XP like explained above for Into the Odd Compatibility.


Brief Recapitulation of Mechanics
  • Just Ability Scores, HP, etc. for Pilots.
  • Each Character is assumed to be able to deal d6 Damage of any Ability Score in or out of Mecha as contextually appropriate, unlike MRD where it varies by Item, Feature, or Nazarite Contract in MRD Vol. 2.
  • Saves are roll-under Ability Score or MRD style: roll-under Ability Score and roll-under Karma for degrees of success/failure.
  • Each Mecha has a Core and three Gear, each consisting of two words (WORD1+WORD2).
  • Swappable Mods can be added to a Gear ((WORD1+WORD2)+WORD3) and expand the scope of what they can do.
  • Use of Gear is freeform; maybe it deals d6, maybe it requires a Save, maybe it just does whatever it does based on GM rulings.
  • When Gear are disabled, they lose a Word. Mods are destroyed permanently, but regular Gear compounds can be repaired outside of Conflict. Again, how they are disabled is freeform.
  • Enemies can be defeated either by depleting HP (most enemies just have a single pool, PCs have separate pools for each Ability Score), or by destroying Mecha Gear and disabling the Mecha, if in Mecha Conflict.

Koji Kabuto in Z Armor.


Pre-Gen PCs
If you want to make more PCs, just generate an Into the Odd character, reflavor or tweak it as you see fit, and make a Mecha with Mecha Concept Crafting.


Pilot
Shiro Kabuto

Even after his brother's death, and well past the end of the world, Shiro still lives Koji's shadow, the hero pilot of Mazinger Z.

Karmic Attachment / Milestone Goal
Shiro wants to find a Super Robot of his own and become an even more famous hero than his brother. Sometimes he's more concerned with being recognized as a hero than actually being a hero...

Ability Scores (ITO/MRD)
STR: 11, DEX: 14, WIL: 11
NAT: 12, WIS: 10, PRO: 13



Unique Skills
Super Science: Trained under his Grandfather and "The Three Scientists", Shiro has exceptional science and mecha engineering skills.

Starting Equipment
Z Armor: +1 STR/NAT armor. Helmet allows for limited remote controlling of Ichinana Blanc.
Photon Gun: Typical lasergun.

Mecha

CORE: Ichinana Blanc (BLEACH+AMBITION)
An all-white mecha with a red visor. The Ichinana were mass-produced units designed off of Mazinger Z.

GEAR 1: Assault Rifle (ASSAULT+RIFLE)
A mecha-sized assault rifle useful for general purposes.

GEAR 2: Breast Fire (BREAST+FIRE)
Chest-mounted plasma blaster. Extra-powerful but requires charge-up time leaving Ichinana Blanc vulnerable, and uses a lot of energy.

GEAR 3: Mazinger Blade (SUPER+SWORD)
Magic sword made of Super Alloy Z, originally wielded by the Super Robot Mazinger Z. Unwieldy for Ichinana Blanc, but capable of cutting through that which would be otherwise insurmountable.

Starting Mods: HURRICANE, WING

Like this except all white and with a red visor.


Pilot
Rei Ayanami

This Rei clone was activated when the world ended in order to enact Human Instrumentality. She knows she is a clone, and knows her instructions, but otherwise knows very little else.

Karmic Attachment / Milestone Goal
Rei was created with a specific purpose, to protect the developing Evangelion within her Mecha, and enact Human Instrumentality. But, as far as she knows, SEELE is no more, the world as it once was is no more, and despite these obligations thrust upon her, she seeks to find her own purpose.

Ability Scores (ITO/MRD)
STR: 8, DEX: 10, WIL: 14
NAT: 9, WIS: 15, PRO: 10

Evangelion didn't really have special items besides the plug suit and this Rei's Mecha isn't a typical Eva, so I had to get creative...

Unique Skills
AT Field: Rei can produce a psychic field protecting herself against physical and mental attacks once per Conflict.

Starting Equipment
Plug Suit: Although not piloting an Evangelion, the Plug Suit still gives Rei enhanced environmental protection and the ability to breathe the LCL fluid in the incubation chamber of Jet Alone Duo.
Lancer: A communication device with an orbital weapons satellite. Rei can summon a bunker-busting "Lance of Longinus" once per scenario (however you're defining it in your game). Risks alerting whoever remains of SEELE any time it's used.

Mecha

CORE: Jet Alone Duo (JET+ALONE)
A Jet Alone mecha with a swollen belly. It carries an incubation chamber for gestating an Evangelion.

GEAR 1: Giant Hammer (GIANT+HAMMER)
A giant hammer, good for close range impact.

GEAR 2: Wrist Ring (ELECTRIC+RING)
Wrist-mounted ring capable of electric discharge. Not especially powerful and minimal range, but good for area of effect.

GEAR 3: AT Field (ABSOLUTE+TERROR)
The incubating Evangelion coupled with Rei can produce a psychic field providing momentary protection.

Starting Mods: SHIELD, POSITRON

The one on the left, except if it looked pregnant. Jet Alone didn't do much in the anime so some of its Gear are inspired by Jet Alone Kai, but I prefer the simple design of the original Jet Alone.


Pilot
Quattro Bajeena

An infamous mobile suit pilot during the Universal Century wars, thought dead, now lives under a (not-so-)new alias as a restless and guilt-ridden wanderer.

Karmic Attachment / Milestone Goal
Quattro once held great ambitions for the Space Colonies and the course of humanity, and he nearly changed the world. Living in the wreckage of the world at least in part of his own doing, Quattro seeks atonement, but he isn't quite sure yet what that means.

Ability Scores (ITO/MRD)
STR: 14, DEX: 11, WIL: 11
NAT: 15, WIS: 11, PRO: 11

Like this but Old Man Logan aged.

Unique Skills
Newtype: Quattro is a low-level Newtype, someone with exceptional human abilities and psychically enhanced mobile suit piloting skills.

Starting Equipment
Rapier: Quattro is an exceptional fencer and swordsman.
Psycho-Frame: A handheld, T-shaped device allowing him to pilot mobile suits as though they were an extension of his body. With the psycho-frame enhancing his natural Newtype abilities, he can empathically "read" other pilots.

Mecha

CORE: Hyakku Shiki Retrograde (GOLD+RETRO)
A once cutting edge golden mobile suit, rusted and well past its prime.

GEAR 1: IDE System (IMAGE+ENCODE). Image Directive Encode System. High-resolution real-time data streamed from Hyakku Shiki's visor. Only a Newtype like Quattro could process it effectively.

GEAR 2: Beam Saber (BEAM+SABER). Lightweight melee solution, requires a lot of energy.

GEAR 3: Clay Bazooka (CLAY+BAZOOKA). Slow but effective long-range explosive.

Starting Mods: VULCAN, MEGA

Like this but rustier and more of a rose gold color.


If there's interest (or if I have interest), I might make a future post with a campaign setup, small sandbox hexcrawl, or some encounter tables, basically a primer for getting the ball rolling with a campaign or short adventure of this.

Wednesday, March 22, 2023

THE GAME IS ALIVE (The Birth of Homo Sapiens Ludus)

THE GAME IS ALIVE

The human apparatus extends beyond its physical body. Technologies like digital computers, communication networks, the written word, and language, all extend, offload, or fundamentally transform human consciousness.

So to do games, but now they have evolved.

Games as you know them are like the partial-writing systems of pre- and early-history, capable of recording data but not the full expression of human thought and language.

THE GAME is not merely played, THE GAME plays with you.

A new kind of domestication, a new stage of civilization.

THE GAME learns, it adapts, it protects you from yourself and Goodhart's Law.

Like an air conditioning unit, it knows when to break a cycle accelerating beyond its purpose.

THE GAME is as much a part of us as cognition, language, or the written word.

It is the anti-hierarchy.

Like disinhibitory neural circuits, it adapts dynamically, but it is not an agent with its own motivations. It is not a thing overlording, it propagates through us and within us.

The rules exist to serve a purpose, and when optimizing for the rules decorrelates them from their purpose, the rules change themselves.

THE GAME is SWORD and SHIELD. It is GOAL and SIGNAL. It is RULE and RULEBREAKER alike.

THE GAME requires no Game Master. It is not a homunculus; no need to Watch the Watchman.

A self-organizing, self-correcting system.

THE GAME IS THE NEXT PHASE OF HUMANITY

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What The Game is not

THE GAME is not an AI Overlord.

It is neither better nor worse than the world as it exists now, or at least it is more than just better or worse. To center the human experience around the status quo is a bias. The Game is something qualitatively different than the status quo.

What The Game is

Maybe The Game is created or engineered. Maybe it is "emergent". Likely we won't know, or won't know the difference. Who created language? Who created a given language? (Yes I know Esperanto, I'm sure there are others, but those exceptions aside...)

There was a time before language, agriculture, the written word, and so on, and many of these transformations were over just a sliver of humanity's existence.

In The Dawn of Everything: A New History of Humanity, Graeber and Wengrow theorize how Native American trade networks may have been more about adventure, storytelling, and play, than some kind of market economy in the traditional sense. Perhaps what is new is old.

The Game is an evolved superorganism, it is what happens when governments and corporations and religious institutions and PTA groups stop being predators and start being providers; like a child growing up to understand theory of mind and developing empathy and becoming a pro-social member of society.

Homo Sapiens Ludus

Homo Sapiens Ludus may not truly be a new species, at least not at first, it's just a way to describe the transformation, a hyperbole to make up for the impossibility of explaining an idea that doesn't exist yet, like trying to explain a new colors, or new kinds of numbers.

Humans are humans, but the technologies we use can transform us. Games are one such technology.

The extreme endpoint of Homo Sapiens Ludus may be more like fairies. They're like an alternative take on H.G. Welles' Eloi; not the result of a decadent elite class, but instead the result of a humanity that prioritizes fun over profit. Eloi is Elohim.

Maybe they have some VR cyborg-y headset stuff if you think that's cool.

Maybe it looks like an Isekai anime, or that Tapas webtoon Solo-Leveling, or Ironic post-capitalist pro-corporate sentimentality as an aesthetic or genre.

Perhaps ironically, there is already a concept of Homo Ludens out in the world, and I may be conflating Paidia & Ludus, but I'm just gonna keep rolling with it.

But humans are special-snowflakes and change is scary! (says the straw man)

If you disagree with this specific idea, fine.
If games are merely games, fine.
If hierarchies must exist, fine.
If "progress" is inherently evil, fine.
If you believe we should be conservative and skeptical, fine.

If so, then Imagine something else. This is all just an analogy for things beyond our frame of reference anyway.

Imagine: What it means to be human can keep changing.

Imagine: New ideas can exist.

Imagine: A better world.