Showing posts with label nicknobs. Show all posts
Showing posts with label nicknobs. Show all posts

Saturday, August 22, 2009

Game Rules: Scene Basics: Flows

Flows


The other part of a scene is its flow.

Every meaningful encounter, every important experience, begins with a querulous uncertainty—something is wanted, something is asked, some ambiguous matter arises that must be resolved. There is a question or a challenge: what do I do about this? or can I achieve this? Something is happening; how will it end?

Scenes happen, and people do things within them, because something is unresolved.

The path from the tremulous emergence of a question or challenge into the world, through its flourishing as something fully-realized and pressing, and finally unto its realization, is named a flow. It is a story or a catechism, it is the creation and resolution of a dilemma, it is a koan that answers itself through time. It is something happening.

It may be as simple as: there is a party. What happens in it?

It may be as brutal as: I want to kill him. Do I succeed?

It may be as complicated as: how do I live with the suffering in the world?

Each of these converges on the others in the course of play. Simple questions like "what happens at this party" look for a spearpoint of drama, something that focuses the generic potential into something with real and brutal relevance. If it never happens, if the answer is, "nothing happens, we mill around and then go home," then it's a kind of all-around failure: the characters were hoping for something, but never managed to sharpen their interest to a point where they knew what they were looking for, and so in the end they just wasted their time. The world, in turn, failed to produce a flow distinguishable from the doldrums; part of the meaning of life failed in its flourishing. And while it's possible that the players and GM had fun at the party, it's certain that any rules stuff they did involving the flow was wasted work, since nothing happened. So, to avoid this failing, flows like "there is a party. What happens?" tend towards "I fall in love at this party. But can I win a date?"

Complex questions and issues, too, resolve towards the simple ones. In the long course of your life you may hope to determine how to live with the suffering in the world; in a given scene, the best hope is that it will crystallize into a personal and internal crisis that you may resolve with either catharsis or a new and useful approach. "How do I live with the suffering in the world?" becomes "I'm struggling with my feelings about this. What happens?"

And the brutal questions will become more complex. In something as simple as a duel to the death, other issues will arise; a spectator may have cardiac arrest, or your teachers may get involved, or the story of two lovebirds at a nearby party may get irrevocably tangled in events when the duelists crash through the wall. "I want to kill him. Do I succeed?" becomes "There is a duel next to the party. What happens?"

But in all of this there is a questing something that begins with the beginning of the flow, an uncertainty, a thing that wants for answers; and the flow carries forward the scene; and the scene ends when that flow is resolved.

On most occasions the flow for a scene will echo the dramatic impetus for the scene. That dramatic impetus is what holds the scene together even if the individual characters and connections scatter; ergo, the flow is the thing in the game world that does the same. Sometimes fairy magic will mess with this, e.g., "resolving" things that are in no reasonable sense resolved. That's fine; the dramatic impetus, cut off from events, falls flailing and blinded down into the background sea of experience, or the deeper flow that is the characters' lives; from there, no doubt, it shall return.

The nicknobs, summerkin, and fireworks have an intuitive connection to the flows; other fairies find them a bit unwieldy.

Thursday, August 20, 2009

Character Splat: Sprites (General)

The sprites are the fairies of raw life—the vitality that is in the world that causes things to be rather than be not, to move rather than to slumber in stillness, to dance and burn with life rather than fade away into the great gray doldrums that preceded light and faith and existence.

They are the creatures of action, being, and becoming: of the world as a forum for action, a place of transformative doing that makes one thing into another. They are the power source for magic and the world itself—it is their raw energy that sustains the great sea of experience, the fairy courts, human civilization, and the world and sound. To be a sprite is to share an essence with the Sun that gives life to the world, the numinous entities that caused the world to coalesce from nothing, and the "field of sparks"—the quasi-sentient nodes of energy and power in the underlying metaphysical substrate that fairy theologians hold as the source of existence.

Fairies represents the raw power of magic in a scene—the stuff most commonly provided by the sprites—with tokens. Power tokens are magic that seeks to answer need and bring things into harmony: the more of these tokens a scene contains, the more magic infuses everything with its power and draws things together towards a sublime ending. Spells and effects often require a certain number of power tokens to function: they do not consume these tokens, but rather charge up from them, so that, e.g., a flight spell might require three such tokens in a scene, while transforming a city block into a gleaming citadel of faerie might require eight.

Power tokens come at a certain cost. The magic is always seeking expression, and this search does not always yield to conscious will. When someone first enters a scene containing many power tokens, the magic may ground itself out through them; when a scene containing many such tokens breaks up, it may ground itself out through everyone therein. Sprites are immune to this "flowburn," but anyone else might be injured, transformed, or dazed.

Mist tokens, conversely, are a kind of magic that shrouds the world in myth and mystery. It's magic that questions, magic that leaves questions, magic that challenges the conceptions of the mind while infusing the great background of experience with power. Mist tokens function much like power tokens save that where the Mist draws down details become unreal: the world becomes as a dream or a religious experience. Only the very large things, such as emotions, the sun, the sea, love, glory, friendship, hate, and dreaming can emerge from a Mist-charged scene as real as they were inside it. Characters may be flowburned (strictly speaking, "Mistburned") by Mist tokens as well, but the effect is different: not injury but unreality, not dizziness but a waking dream, and a transformation that is more likely spiritual than physical.

The three kinds of sprite, then, are:

  • Darkness sprites, who source the Mist;
  • Nicknobs, or worldkin sprites, who shape and refine power; and
  • Spark sprites, the purest manifestation of magic, vitality, and life.

Each is immune to flowburn and Mistburn. Each is concerned most prominently with the raw power of magic: spark sprites, who are an endless source of power tokens; darkness sprites, who dwell in Mist; and the worldkin sprites, the nicknobs, who manage the flows of power through the world.

TENTATIVE: one or more elements of this post is particularly open to later change.
[nicknobs.]

Friday, August 14, 2009

Metaphysics: Fairies (in re: the origin of things)

The movement that turned this primal thing into a world was the quickening of fairies.

These were as the fairies that are born from humans now, save that they rose from lifeless things. They rose from the jumble of numinous superficiality and doldrums substance, and they were moved to make a world.

There were some among them who were chaotic and unboundaried; these fell into an undifferentiated mass and became the great sea of experience and the mother world. Some were brilliant and radiant with energy; these fell into an underlying lattice of mathematical structure and became the support system for the principles of being. The great spark rose into the sky and became the Sun. And the movements of the nicknobs became the seasons, and the joy of the world coalesced from the primal summerkin; and thus, and thus, and thus, from each of them.

And one day the things looked at themselves and they were no longer things, but a world of living creatures, and they spoke to one another, and they interacted with one another, and they danced and ate and killed and loved and grew.

And it was Good.