Barf Forth Apocalyptica

the swamp provides => Source Code => Topic started by: kaare berg on July 06, 2010, 11:20:18 AM

Title: Source Code
Post by: kaare berg on July 06, 2010, 11:20:18 AM
I boldly pronounced a while back at Story Games my intention to Hack ApW to:
Quote
... a Cyber/noir/punk setting. Think Ghost in the Shell meets Bladerunner while doing lines of Richard Morgan spiced by some District 13 parkour (or maybe I should say some Dead Weight Parkour.)

Some other projects have gotten in the way, but now my sourcefile is growing exponentially, and it is time to make this official. I am doing it. It is official, and I am now committed.

And I am integrating this with my Moby Dick idea: Source Code (the original idea so boldly stated at the Forge many, many years ago under a different title). So this will eventually be a stand alone game. But I'll develop it like a hack, being the sneaky little idea thief I am.

I'll share more as I concretesize the ideas I have.

Pax.

K
Title: Re: Source Code
Post by: kaare berg on July 06, 2010, 05:33:34 PM
Here is my braindump on the stats. May or will change naturally.

Edge Chipped skills just can’t compete with the true edge, sie tagged and took out the security detail without breaking hir stride. Just like that.
When you live on the edge, the City needs to be cut. Hard. Your operator’s Edge gives you how hard, violent, aggressive, strong-willed, mean, cold or simply tough sie is.

Style Zeiss optics, AR augmented hair implants, and a sleeve built for speed. Sie would kill any room she walk into.
Style over substance is the key. In a world where beauty is of the rack, it’s how you wear it that counts. Your operator’s Style tells you how hot, sexy, provocative, subtle, beautiful, inspiring, exciting or radiant sie is.

Attitude I don’t care if sie bought the smile of the rack, sie wore it like a gun. And sie would cut you deeper than any monoedge ever would. Just for fun.
Attitude is everything. In the concrete jungle every predator may be prey. Your operator’s Attitude tells you how unfazed, cool under fire, rational, calm, calculating, rational or ice cold sie is.

WareSie’d take a cameradrone, pack it with semtex6 and orbit it around the block. Anyone triggering the perimeter would get a fast forwarded package of death up their rear. She’d then sell the footage.
The street finds its own uses for things someone said. Tech is omnipresent, your body simply another piece of kit. Your operator’s Ware is tells you how quick, adaptable, innovative, strong, enduring or clever sie is at using this.

GhostSie would weave through the City like a hot virus through a firewall, untraceable and lovely. Bending the floating world to hir will. Making the alternate reality real.
Everything is interconnected. Our souls digitzed, reduced to ones and zeroes. Ghost opens you to the AR, the floating world. Your operator’s Ghost savvy, skilled, trained, perceptive, innovative, clever or simply fluent sie is in the AR of the floating world.
Title: Re: Source Code
Post by: kaare berg on July 06, 2010, 05:47:48 PM
The Floating World.

The omnipresent netsphere that lies there as alayer over the Interface. The Augmented Reality of the City. This will have two functions.

The first is a bit like the psychic maelstrom. With two actions controlled by Ghost, Ghost Trawl (ask the maelstrom) and Ghost Hack (manipulate the interface (the world) through the floating world). And everyone has constant access to the net through their IBrain (think Ghost in the Shell combined with the Altered Carbon of Richard Morgan fame.).

So the Ghost Trawl move is
10+ - ask one question
7-9 - ask one question, but get fucked with
1-6 - get fucked

Getting fucked in the floating world will have its own MC moves (called Controller). These will be situation dependendt (like all Controller moves) but I am going to build oracle like lists for this.
Title: Re: Source Code
Post by: Dionysus on July 06, 2010, 06:58:25 PM
oooh.. I really like where this is going :)
Title: Re: Source Code
Post by: kaare berg on July 06, 2010, 08:24:39 PM
//initate another braindump
I love the way the playbooks take you by the front of your shirt and trust you through character generation. This isn't really obvious until you play the game. But it is there and it works like hell. So I got this idea.

It starts, for the moment, with the ideas for some templates. This will be important later. They are:
o   Warewolves – augmented soldiers and veterans.
o   Ghostwalkers – manipulators of the Floating World.
o   Hard Cases – street operators and muscle.
o   Runners/Transporters – movers of information and hardware.
o   Negotiators – settles scores, one way or the other.
o   Players – true manipulators of people and the hidden market.

Right now these are more placeholders for my concepts. I really want to take that shirtgrabby bit from the playbooks and add a bit of lifepath (think old CP 2013/2020) touch to it, with choices made opening some doors and closing others.
This will however take a hell of lot of work, so right now I think I need to focus on the player moves.
Or that old question What do the Characters do? bit.
//End braindump
Title: Re: Source Code
Post by: John Harper on July 06, 2010, 08:41:21 PM
I love those stats so much.
Title: Re: Source Code
Post by: Dionysus on July 07, 2010, 07:52:16 AM
Interesting question - what to the players/characters do?

The characters are thieves - fancy cybered up and experienced, but at heart, thieves. I always compare shadowrun/Cyberpunh2020 with movies like Heat, Ronin, The Italian job, Ocean's 11: basically hiest movies.

As a player, I always found the game divided into a couple of parts
- gathering infomation: talking to the juy giving the job, gathering intel through channels, etc.
- Making a plan: almost part of the above section - working out how the skills of the people you have can be used to break the known defenses of the target, as well as planning for when the shit hits the fan.
- doing it: Putting the plan into play :) This is when things go wrong and you have to adjust on the fly :)
Title: Re: Source Code
Post by: kaare berg on July 07, 2010, 05:44:39 PM
I am not so sure about that thieves thing. If that isn't more of a hangover from Cyberpunk and Shadowrun. I am looking more to refocus the threats and impulses. Defining the conflict areas (scarcity).

The better experinces I had with said games came from the times we managed to break out of that mold and into a mode of play more similar to the kicker based play of Sorcerer.

And I am looking for the mode of play from the original ApW.

I am wringing my sleep deprived brain around this subject.

I have so far compiled a list (will share at a later stage) of elements that I want to focus on/include periphally (is that a word?). Building a stage (threats) around and from this will further define the universe.

From this I figure I'll end up with a more concise idea of what the operators do. And heck, the thieves bit might just be a part of that. Then there is the whole "people in motion" bit as found in Remember Tomorrow. Oh, and re-examine Tears in the Rain.

Damn it. Now I need to get that game. Poor little me, I have to read another good game and be inspered by it. Sigh, I hate game design.
Title: Re: Source Code
Post by: kaare berg on July 15, 2010, 05:50:54 PM
Yay, I think I finally cracked it.

More later, work now.
Title: Re: Source Code
Post by: kaare berg on July 15, 2010, 09:51:43 PM
Threats...

This is what I am thinking threatwise:

Controllers
the shadowy manipulaters and zaibatsu lords of the feudal Brave New Order.
Assets
corporate wetsquads, le flick, hitmen. You know, what the Haves can throw at you.
Security
Area denial, alarmsystems, surveillance. Problems assosiated with real estate in the postmodern world.
The City
The concret jungle and how it may fuck you.
The Floating World
The Augmented Reality has its own kind of mayhem just waiting for the careless Operative.

Will expand upon this. Soon.
My netaccess is limited for the moment.
Title: Re: Source Code
Post by: John Harper on July 16, 2010, 08:00:06 PM
Woo! Glad to see this progressing.
Title: Re: Source Code
Post by: kaare berg on August 17, 2010, 05:13:33 AM
/// Begin Braindump...

I want a noirsh sense of desperation. So who the fuck are the characters? And how the hell do I build this desperation into them.

Well, here is the why we play:

The Operators are...


Which means that the Fronts and the Threats have to stem from the Operators themselves. Well the end of summer sees me spending more time nailing this down.

///End Braindump.
Title: Re: Source Code
Post by: kaare berg on August 17, 2010, 05:34:19 AM
The characters are built by Lifepath system.

The how is still under developing, but the quote that nailed this for me is from William Gibson:
Quote from: New Rose Hotel
“My own past had gone down years before, lost with all hands, no trace. I understood Fox’s late-night habit of emptying his wallet and shuffling through his identification. He’d lay the pieces out in different patterns, rearrange them, wait for a picture to form. I knew what he was looking for. You did the same with your childhoods.”
Title: Re: Source Code
Post by: C. Edwards on August 17, 2010, 04:23:38 PM
Regarding PC connection to the city, it often seems in noir-ish stories that there's a sort of back-and-forth parasitic relationship going on. Like, if a PC manages to get away from the city, for good, it has the feel of an escape. So I think there are ties there, they're just not particularly healthy ones. Once a PC reaches, or is pushed to, some critical point they can reach escape velocity and get out. Or die trying.

Anyway,  a lot of those dynamics show up in various ways. Like, "I gotta make one more big score and I'm outta here", or "I'm in too deep and so-and-so will never let me leave", and maybe "I screwed up before, and staying here is the cross I'm going to make myself carry (at least until I redeem myself)". Not that the protagonists necessarily want to get out of the city, but it seems like there is always this sort of co-dependence going on.

Don't know if you care to account for that sort of thing, or plan on it happening organically during play, but I thought it worth mentioning.

edited to add: Maybe getting out of the City can be one of those Ungiven Future advances, equivalent to retirement.
Title: Re: Source Code
Post by: kaare berg on August 17, 2010, 04:27:17 PM
You're right. There is a connection there, and it will be important. But the ApW are intriscally connected to their community and my take, note, my take, is that a lot of the Fronts are threats to the community as an extension of the characters.

I don't see threats to the city as a valid driving force for the characters. This may change... :)
Title: Re: Source Code
Post by: Antisinecurist on August 17, 2010, 08:51:55 PM
Threats to the city can be threats to the character; either make them big enough to affect the character by simple force of him living there, or make them target something or someone he relies on - everything is connected in some way, it's an eco-system.

Maybe.
Title: Re: Source Code
Post by: kaare berg on August 18, 2010, 10:01:55 AM
Make no mistake, the City is important. But the characters are more prisoners of it, than the savior of it. Its a need hate relationship, the characters can not resolve their obligations without the city, yet as SINless they are trapped within it.
There is no where to hide in a AR saturated environment.

So I am working on adapting/creating my own sets of threats for the City. And Modding the way you build fronts to make them more personal. This is why the gigs and the obligation become important, and so does the Lifepath of the character.
Title: Re: Source Code
Post by: kaare berg on September 03, 2010, 11:14:36 PM
I love how this is churning away in the back of my mind.

Here is something (http://bergone.deviantart.com/art/Wet-Works-Inc-177936538?q=&qo=) I distracted myself with.

Title: Re: Source Code
Post by: kaare berg on September 23, 2010, 09:06:11 AM
One thing I really hate about my creative process is the constant stream of distractions. Some authors use stream-of-conciousness,  have stream-of-distractiousness.

However the distraction helps. I am gradually developing a better understanding of the Moves structure.

One of my distractins, Paranoia World (hacking old Paranoia), saw me giving every troubleshooter only access to thre moves:
Use violence to get your way
Terminate a traitor
Do something stup... dangerous in the service of the Computer.

And then having the different service firms, mutations, and secret societies giving access to different moves.

This made me thing a lot about how the moves focus gameplay, bringing me back to Sourcecode and what I want with it. Now I just need more time.
Title: Re: Source Code
Post by: kaare berg on September 23, 2010, 10:32:35 AM
The future is disposable.

One of the core elements of this game is the choice between machine/flesh. Now this isn't a choice your avrage UWdrone gets to make. But that is why they are drones,neh. The operators are a different breed.

New You
During the Chargen-process you need to choose between Shell or Sleeve.
A Shell is complete body-conversion to machine. A cyborg body.
Pros:
Cons:
A Sleeve is biological body, either the original or a genetically modified vatgrown sleeve.
Pros:
Cons:

Modules.
Even if you do not take the step and go to a full sleeve/shell conversion (but what operator wouldn't) you may still upgrade with yourself. In fact everyone gets the P.A.N. Cyberbrain module at the age of 12 (off course some poor 4.world drones do not get this). But more than this costs Credits.
A module is an integrated piece of equipment.
-> requires slots (shell/sleeve dependent, gives Transient/noise)
-> Hard or Wet tech.
Hard tech - "classic" cyberware
Wet Tech - genetic modifications, either cancer/virus induced or sleeve baseline
 

These will be buildeable like the Crap in ApW. With factors like cost and effect paying a big part. Sell your soul or surf along with second grade kit. Your choice.
Title: Re: Source Code
Post by: kaare berg on October 05, 2010, 06:58:35 AM
Typical, I get Vincent to give me my own forum and then I get stuck in the real world.

Will get on with this in a little while. Forgive me my tardiness.
Title: Re: Source Code
Post by: Jeff Russell on November 06, 2010, 09:37:51 PM
I was reading through your new threads and thinking "Damn, this would work great for the Takeshi Kovacs world" and then thought I remembered you siting Richard K. Morgan as an influence, and sure enough, I rechecked the beginning of this thread, and there he is, so obviously you're getting it right :)
Title: Re: Source Code
Post by: trayburn on February 25, 2013, 04:00:51 PM
This is a brilliant setup and I hope you come back, I have been helping a Modern day Hack of late convert all of their text into a nice playbook layout and would love to help you as well if you ever want to get this back going.

Hit me up at:

tommy.rayburn at gmail.com
Title: Re: Source Code
Post by: kaare berg on March 25, 2013, 02:00:52 PM
Thanks :)

I've been lost in the real world for like ... forever. But this is sissling on the backburner.

Once I get my new computer up and running, things may get busier :)

I might very well take you up on that offer :)