Monday, July 27, 2009

Magical Structures: Diodes

Diodes



A diode lets power pass through it in one direction. Creating diodes is the particular specialty of the watch-fey.

Here is how a diode works.

Diodes are a special kind of connections. They can connect to characters, connections, and other things (such as diodes.)

Designate one side of the diode as "active" and one side as "receptive." This is often drawn as a triangle on a line, like so:

——
"Diode"


The left side, with the base of the triangle, is active. The right side, with the point of the triangle, is receptive.

Game tokens and spells on the active side of the line are shared with the rest of the component on the receptive side. So if there is a watch-fey (W) on the active side, and the watch-fey has a spell and a power token, these are part of the receptive component.

W——— (component)
the watch-fey spells and power tokens are available to the component


The active side also has the power to act on, and interfere with actions taken on, the other side. For example, if the component contains a princess and a basilisk, with said basilisk attempting to turn the princess to stone, the watch-fey would be able to prevent that action by doing something of their own.



The converse is not normally true. If the princess wanted to act on the watch-fey, she'd have trouble, and if there's a ton of power in the princess-basilisk component, the watch-fey can't automatically draw on it. The active side of the diode is isolated both from power and from consequence.

However, each diode has a rating—a number that you can overcome to pass power back the other way. Out-rolling the diode's rating on a single-action basis allows someone on the receptive side to act on the active side; it can also allow someone to make a connection or diode the other way, at which point the presence of the diode is irrelevant.

Diodes come in two forms: slow and fast.

Slow diodes are incompatible with
  • connections between the active and receptive components; and
  • diodes that go the other direction between the two components.

Fast diodes are incompatible with
  • fast connections between the active and receptive components; and
  • fast diodes that go the other direction between the two components.
What this means is that if you want to add a connection or a diode that breaks these rules, you have to beat the rating of every incompatible previous connection or diode. If you succeed on this, rolling higher than each of these ratings, you cut away the incompatible connections and diodes.


Slow diodes are partially incompatible with
  • fast diodes that go the same direction.
If you want to add a diode that breaks this rule, you have to beat the rating of the incompatible diodes. If you succeed, though, nothing gets cut: rather, the slow diode is temporarily disabled until such time as any incompatible fast diodes go away. Anything else that would get cut—if it weren't for this rule—gets to survive until that happens.

Here's an example.



There are two watch-fey interfering with the princess and the basilisk. They are working together, and each of them has made a fast diode connecting to the princess-basilisk component.

The basilisk is getting irritated.

It decides to lash out at the watch-fey, dragging them into the fight. It is, in short, attempting to make a fast connection between the two components. This has a basic difficulty of 20, but in this case it will need a 25. In order to connect the two watch-fey in, it will need to sever both diodes. Success would look like this:



Failure would mean nothing at all.

The basilisk has other options. One thing it could do is establish a slow connection. That's a connection that gives the watch-fey and basilisk a limited protection against one another, but still allows them to act on one another. Since the watch-fey both have fast diodes, this is perfectly legitimate; the result is



Alternately it could try to force a single action back along W1's diode, which would only have to beat a 22.

Suppose that W1 wants to prevent this by using a slow diode. W1 is imagining something like this:



This would handily prevent the basilisk from making a slow connection back to the watch-fey! But it won't work. The instant both a slow and fast diode exist, pointing to the princess and basilisk, the slow diode goes dormant. That means the basilisk is allowed to make a connection, even with a roll like 21.



If something happens later to the fast diodes, the basilisk's slow connection breaks.

Tokens and other constructs on the active side of a diode are considered to be in both components. That means that if the basilisk wants to use some of the gathered power or spells that the watch-fey command, or to deplete it, or any other such thing, it can. Thus we can say that for actions and for things like trying to overload enemies with power, the active side has a strong advantage. But for using magical power to accomplish things in the game, the receptive side has an edge. In effect, the wardens pay for their protection from the hostility of the basilisk by not being able to get any magical help from the princess, and they pay for their ability to act on the basilisk by also—even if they don't want to—offering up the power of their component for use. The basilisk and princess are at much greater risk of flowburn; the watch-fey of having insufficient resources or being used by their enemies.

Diodes are constructed as connections. They have a base difficulty of -3, but for watch-fey this is reduced to -0.

7 comments:

  1. Hmm. It's cool (and interesting), but I'm not sure if this level of complexity isn't more trouble than its worth. Magic as a circuit diagram?

    Still...

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  2. Magic based on electrical engineering? Huh. So, what's the mystical equivalent of the internet? Or even, the power grid?

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  3. mneme,

    I'm hoping that there'll be enough depth in the circuit diagram model that I can skip some of the other complexities that RPGs usually have, averaging out to the usual or maybe a bit rules-heavy.

    Mr. Brittain,

    I'm not convinced there's an Internet equivalent. The power grid is the sea-bed of experience plus local contributions by candle sprites and other fairies. I guess there might be a generic source (the Great Candle, or, more likely, the Sun) for non-candle-sprites who want to invoke power. The moon may or may not also function as a source---that's a metaphysical issue that looks ripe for addressing later, prime real estate as it were when I'm planting later ideas, but tentatively and if not it and the stars are also contributors.

    The Internet, see, is a sophisticated end product of electrical engineering, rather than (for the most part) something that gets used during it. (Except for like engineers looking stuff up on wikipedia, which, in game, the closest equivalent for is probably looking stuff up on wikipedia. Only, in the fairy magic subsection.)

    Jenna

    P.S. yes, yes, but you see, it's the nature of fairies to win edit wars.

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  4. Which kind of fairy is best at winning edit wars?

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  5. I am having a lot of trouble following this... So, in a scene, every connection between everything must be spelled out? And, Fae can establish one-directional connections that give them certain bonuses and defenses against stuff on the other side of the connection?

    Is a valid example: at my WORKPLACE right now, DAN is currently typing at DAN'S COMPUTER, and ROB is currently doing WORK on ROB'S COMPUTER as part of UNPAID OVERTIME (DAN made it to work later than ROB).

    So, the diodes only connect to a singular thing or connection, so for example:

    ROB is connected to ROB'S COMPUTER, WORK, WORKPLACE, and UNPAID OVERTIME.

    DAN is connected to DAN'S COMPUTER and WORKPLACE.

    DAN'S COMPUTER is connected to ROB'S COMPUTER, and both are connected to WORKPLACE.

    So, a FAE can come along who wants to make ROB stop working, so he creates a Diode between ROB and WORK and exerts influence on the system to prevent ROB from doing WORK, and WORK from driving ROB to frustration.

    Alternatively, the FAE can make a Diode to the connection between ROB'S COMPUTER and DAN'S COMPUTER to prevent ROB from sending an email to DAN, or downloading a file from DAN'S COMPUTER.

    Or, the FAE can just make a Diode to DAN. This allows the Fae to act on DAN, but keeps DAN from acting on the FAE. This Diode does not effect DAN'S COMPUTER or the WORKPLACE, even though these are connected to DAN. DAN could still effect the Fae by using DAN'S COMPUTER to hack into the FAE's FINANCIAL ACCOUNTS and wiring all the MONEY there to him, since the path is DAN -> DAN'S COMPUTER -> FINANCIAL ACCOUNTS -> MONEY. The FINANCIAL ACCOUNTS and MONEY are connected to the FAE, but that's irrelevent here, right?

    *attempts to understand*

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  6. Mr. Brittain,

    The name of the type most likely to win hasn't been finalized, but right now it's "flywheel fairies."

    nyren,

    For simplicity, the game isn't actually going to worry about connections between everything. It's possible that just like Nobilis has the spirits of individual motes of dust that probably get quite agitated when a Roomba trundles up, that this game will have a metaphysic that implies that the connections you're talking about are there.

    But in practice, connections are only between characters (PCs and meaningful NPCs) and the occasional game effect like an identified piece of what is or a diode or whatever.

    You can think of a group of people connected together with diodes or regular connections as a scene.

    So for the most part your workplace would just have ROB connected to DAN. It's a two-way connection, not a diode, because both characters can notionally affect one another (by, e.g., turning off power in the server room.)

    The rest of the complexity is abstracted out. There's just

    ROB
    |
    DAN

    If a fairy wants to stop Rob from working, but doesn't want to be at any risk themselves, the fairy can make a diode to ROB, or DAN, or to somewhere in the "middle"---that hooks the fairy into the scene and lets the fairy do stuff. And because it's one way ROB and DAN still can't affect the fairy. It doesn't really matter whether the fairy connects in by way of ROB or DAN---or rather, it would only matter if weird other stuff happens later, like, say, something breaks the connection between ROB and DAN.

    If DAN wants to affect the fairy by hacking into the fairy's accounts, DAN has to make either a diode or a connection back to the fairy. That puts DAN in the basilisk's position and with the basilisk's option set: the standard option being, try to beat the roll that made the diode.

    I'll cover this with more specificity whenever I post the connection or component rules. ^_^

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  7. "Slow diodes are incompatible with [...] diodes that go the other direction between the two components."

    "One thing it could do is establish a slow connection. [...] Since the watch-fey both have fast diodes, this is perfectly legitimate"

    Does this mean the rule for slow diodes should just be that they're only incompatible with other _slow_ diodes that go the opposite direction? If not, I'm confused.

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