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Science Mythology VR

Started by Ghost Whistler, June 17, 2011, 05:20:42 AM

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Ghost Whistler

The video game Too Human posited a scifi norse world wherein cyberspace represtned the mystical world of the fates presided over by the three Norns (the archetypal three female/hecate aspect). It could be accessed at specific points throughout the game world (ie during levels) by interacting with a portal in some kind of wifi VR connection.

How can I develop this in an interstellar feudal setting, soemthing like Fading Suns?

VR in roleplaying games is always problematic: having a Sorcerer type character (ie a Hacker or Decker) that can consciously enter a virtual realm creates a split in the game experience. One character goes off on his VR quest whiel the rest sit and wait, disenfranchised at least temporarily.
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Silverlion

In a feudal world it be "Faery", glamours projected from inplanted holographic projectors, weapons which work on flesh and glamours, wrapped in their own glamour shells of glittering fire, or shimmering ice. Stepping into Faery lands may make you disappear for moments  yet days pass in Faeryspace, but some get lost there for moments but remain still in this universe untll their bodies give out.

I don't think there is a good way to do cyberspace as  separate adventuring path well, without that separation, on the other hand. Portable "Faery Rings"" (cyber rigs that you set up around people) could be used and everyone can temporarily enter cyberspace to help the Faery-Goer.
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jibbajibba

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Cranewings

I just handle hacking as a skill roll with modifiers. You can explain that there was a virtual world, but playing it out is a drag.

Ghost Whistler

Quote from: Silverlion;464641I don't think there is a good way to do cyberspace as  separate adventuring path well, without that separation, on the other hand. Portable "Faery Rings"" (cyber rigs that you set up around people) could be used and everyone can temporarily enter cyberspace to help the Faery-Goer.


Cyberspace seems to be something rpg's cannot handle very well. Watching the Matrix is very enjoyable, for example, but a game based on it would probably bore tha pants off me. Even though I like the concept a great deal, it needs something to make it work otheriwse, in an odd way, it adds another barrier to immersion: you are playing a game that is almost about playing a game.

Curiously the idea worked very well as an MMO. Sadly SOE decided otherwise and sucked the life out of it very quickly.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

jibbajibba

Quote from: Ghost Whistler;464800Cyberspace seems to be something rpg's cannot handle very well. Watching the Matrix is very enjoyable, for example, but a game based on it would probably bore tha pants off me. Even though I like the concept a great deal, it needs something to make it work otheriwse, in an odd way, it adds another barrier to immersion: you are playing a game that is almost about playing a game.

Curiously the idea worked very well as an MMO. Sadly SOE decided otherwise and sucked the life out of it very quickly.

I think the matrix would work really well as a game provided all the players were in the Matrix. If you split the party then you the issue with split parties no matter what the genre.
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Silverlion

Quote from: jibbajibba;464813I think the matrix would work really well as a game provided all the players were in the Matrix. If you split the party then you the issue with split parties no matter what the genre.

Indeed. Which is why I can see you dragging everyont into the worlds in someway, to prevent splitting the party, perhaps you can use their self images and minds as additional computing power (i.e they are themselves taking action in the virtual world, slows down responding parties, they can smash computer defenses with what they see as physical acts, but really aren't.)

Alternately you can go another route like Shadowrun 4E and say you are doing the VR stuff at the same time as physical stuff to a certain degree.)
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