Tag Archive | "time travel"

Unanticipated Time-Consuming Addition

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Someone discovered the Temporal Anomalies site this week.

Actually, it might have been last week.  He read so much of it that he must have spent several days working with pages from the site.  Then he posted comments, and questions, to his own blog, and dropped me an e-mail inviting me to respond.  I did.

That has in fact been a substantial part of what I have been doing today.  It didn’t help that I had written several hundred words when a storm came through abruptly and knocked out the power; I used the blackout time to do some grocery shopping, and returned to start afresh.  I also decided that since I was uncertain exactly what LiveJournal’s response posting system would permit, I would do the answer as a web page on my own site.  Thus I tossed the pieces I’d already composed into the framework of pages for that site, finished the rest of the response, and tossed it on the site under the title Response to Vazor’s Time Travel Questions, and posted the link to his blog.

There is more work to do with this–the page is on the site, but it’s not really incorporated into the site; I have to decide in which section to include it, and then add links on other pages to connect it appropriately.  For the moment, though, I’ve done too much, and have too much more to do to mess with it, so I’m just going to leave it as it is.

–M. J. Young

Narcissist 0.5

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free is not a price tag
A pre-release version of NaRCISSIST: Crash Free, a unique roleplaying game, sequel to the CoNTINUUM time travel RPG, is now available.


NaRCISSIST v. 0.5 features the basic Dreamcatcher RPG System, with special new modifications, as well as many of the arguments for how and why alternate timelines and universes exist, and how they operate. Fighting for freedom across time is outlined, and the reasons why friendship and trust are the most precious things in the multiverse are explored… in all their dimensions.


The Gaming Outpost has received permission to publish a sneak peak of NaRCISSIST v. 0.5 for you all to read. The teaser, a glossary of terms and concepts used in the final product, is available for download in PDF format. Those wishing to view the file must have the Adobe Reader software - which is available for free at http://www.adobe.com/.


DOWNLOAD NOW: narcgloss05.pdf [27.6KB]

Interview: M.J. Young

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Dak: The people who post regularly on the Gaming Outpost Forums know who you are, but for the rest of the world let’s hear your name and gaming credits

MJ: Well, I’m variously called Mark, MJ, Joseph, and several less flattering names, but in writing I’m usually M. Joseph Young, and I co-wrote Multiverser: The Game and The First Book of Worlds, the forthcoming The Second Book of Worlds, and quite a bit of on-line pages and articles.

Dak: And How did you find the Gaming Outpost?

MJ: Gary Gygax posted to an industry list that GO was seeking articles from industry authors for the Listen Up! section. I’d just published something in The Way, the Truth, and the Dice, and thought it would be good to put something here. So I submitted Morality and Consequences: Overlooked Gaming Essentials, and started visiting the forums waiting for backlash, and I’ve been here since.

By the way, this is the URL for MJ’s Article

Dak: And you truly believe that playing a good aligned character is absolutely necessary?

MJ: Oh, not at all. I’ve played quite a few alignments, and characters in games in which alignment is not an issue. But I do think that characters with clear moral and ethical commitments are better as characters, build trusting relationships with each other more readily and more realistically, and fare better in most game settings. I also think that it’s a mistake to believe evil characters are somehow easier to play, and that the referee is doing something wrong if his players think so.

Dak: Is alignment important in Multiverser?

MJ: Yes and no. There is a simple three-category system like alignment for gods and religions, and there are effects of this on religion-based magic; but player characters do not need to commit to one position as long as they avoid the use of such magic. They can still use arcane magic, unrelated to gods or powers in the personalized sense, as well as psionic abilities. If you are aligned, it has certain advantages and disadvantages; conversely, there are advantages and disadvantages of being uncommitted

Dak: Are the gods the same in all the verses?

MJ: Oh, it’s much more complicated than that. Let’s put it this way: if a player character or NPC verser has a relationship with any deity, that deity can be reached as easily as any other from whatever world he enters. But some worlds have gods who are specifically interested in that world, and there may be two gods using the same name in different worlds. But the gods aren’t really in the universes at all; they’re in the supernatural realm, and interact with the worlds from there.

Dak: Well, getting off that sometimes ‘touchy’ subject…..

“This is the concept of Multiverser. The Creator of all things could not express his infinite variety in a single universe, so He created many universes, separate but interconnected, the Multiverse.”

From Valdron’s homepage.

Dak: The concept is that there are an infinite number of worlds in the Multiverse correct?

MJ: E. R. Jones and I argued this quite a bit. I’ve always maintained that there are an inconceivably large but finite number of worlds, but since they will never be exhausted by human creativity and comprehension, the difference is moot.

Dak: Just how far are you as designers willing to take this?

MJ: Multiverser asserts that any world is part of the Multiverse, whether found in books, comics, movies, television, video games, other role playing games, or the minds of referees and players. “There is no fiction” is one of our axioms–every imagined world exists somewhere, and can be visited by the verser.

Dak: And how is the second book of worlds coming along?

MJ: The Second Book of Worlds was supposed to go into final edit this week, but we ran out of the first printing of the rules and first worlds, and had to refocus our resources to get the second printing going., so it’s been delayed, hopefully not for too long.

Dak: How did you meet the co creator, E.R. Jones?

MJ: My wife met him, running games at a local donut shop. He went to high school with one of her friends, and she thought we would get along well. Neither of us really believed her, but we got together, and enjoyed some good gaming sessions before he started running me in his prototype Multiverser game, and then asked me to help form it into a workable game.

Dak: Has development of Multiverser remained more on the hobby side? Or is there more business involved now?

MJ: At this point, I’m not sure I would know the difference. Valdron Inc and Multiverser form a full-time (if poorly compensated) job for me, with quite a few hours put in by a couple of others. But it still requires a lot of creativity. I guess it’s a bit like asking a popular musician whether music is still fun.

Dak: That’s good to hear…except for the poorly compensated part…

MJ: Yes, that’s the part my wife likes least.

Dak: With so many companies researching and developing their own games just to watch them fail what makes you think Multiverser will succeed?

MJ: We did something very different, and as far as I know we’re the first to do it successfully, to make it possible for player characters to move into absolutely any kind of game world without losing their identity or bending the world to fit the game, even to move into other games. No one’s ever done that before, as far as we know, at least not successfully. Maybe we won’t succeed, but it’s encouraging: last summer someone nominated the game in his five choices for an RPG Hall of Fame, someone who I only know because he bought a copy and asked me some questions about it.

You want a copy of Multiverser? Buy one from Valdron Inc.

Dak: I have looked at a good deal of the small look you give at the Multiverser on Valdron’s website and while searching one term in particular caught my eye. The concept of Scriff is how the Versers travel the Multiverse. Is this derived at all from your time travel theories?

MJ: Actually, the time travel theories are almost entirely mine, and the Scriff concept was part of the game when I first heard of it. A guy named Richard Lutz named it; originally, it was just an amorphous substance that was part of Mr. Jones’ basic idea.

For those of you who love time travel in the movies here are some examples of Mark’s theories in practice. They made my head hurt.

Dak: Well if its not derived from your theories how do your theories correlate with the Multiverser?

MJ: The time travel material is primarily relegated to the last appendix. It’s something for referees to use to solve time problems when players create them by using time travel skills, or when he wants to run a world in which time travel is part of the story. It isn’t integral to the game, unless the referee does a lot of time travel stuff.

Dak: How much have you lent to the creation of Multiverser?

MJ: Oh, quite a bit, actually. I added the bod bias area; before that, skills like weaponless combat weren’t covered very well. I clarified that technology was more than just sci-fi stuff, but included swords and fire and wheels. I hammered out the specifics of the skill and combat resolution system, framed the entire bias structure for what skills were at which levels and intensities, and much more. I also typed every word of the text, wrote most of it from our discussions. Certainly none of this was without agreement, but I was in many ways the detail man, and in a lot of ways I took good but ill-defined ideas and made them concrete and functional.

The Bias Concept.

“There are four bias areas: technological, called tech, psionic, called psi, magical, called mag, and body, called bod. Each world has a level and an intensity for each bias area.”

Dak: Would you recommend devoting your life to creating a game?

MJ: No. I’m a particularly creative person–I’ve been a composer and musician of some skill, dabbled in short stories and longer works, and created board games before I had ever heard of role playing. I think that creative people are driven to create, and do poorly outside of creative endeavors in some ways; but creativity is a hard road, which will drive you to despair, because success is difficult to achieve, and difficult to define. Our artists, Jim Denaxas and Bill Kozak, are animators about to launch their first animated series, and I can see the same frustrations in them that I’ve known in many of my endeavors.

Here is the link for the up and coming Cartoon by Multiverse artists Jim Denaxas and Bill Kozak.

Dak: I have noticed as of late, many gaming companies (i.e. TAR, PEG, etc) are testing online distribution in hopes of avoiding printing costs. Is there hope in the industry for this?

MJ: Electronic distribution has problems of its own. We’ve balked at releasing a CD-ROM version of the game several times–although it’s cheaper to produce than a book, it’s simple to duplicate. I think that the big companies are hoping that they can hook people with free core rules and then sell them supplements; but I don’t think D&D 3 will be available that way.

Dak: So there will not be any Multiverser PDF’s available anytime soon?

MJ: I don’t see it. Besides, Multiverser is the kind of game for which the referee refers to the rules during the game–look up a skill or table, check how different options work, figure out the probability of success of some crazy idea the player suggests. Most people aren’t able to easily access computer files during a game, and don’t want to print out 570 pages of text on their home printers.

Dak: So I take it that you don’t see laptops or PC’s replacing Dice and Pen and Paper anytime soon?

MJ: I know a lot of players who are very attached to dice, and won’t surrender them for electronic random number generation, which is never really random. I might use a computer–I’ve run games from the computer for my kids–but for most people, that’s still several years away at least. And besides, my 14-year-old runs games over lunch at school. Try doing that from a home computer.

Dak: Well that is about it from me. Any thoughts before the interview comes to a close?

MJ: Final thoughts? Well, I suppose I’m glad I didn’t know how tough this would be when I started back around ‘92; I might not have done it. Now I’m so invested in it that it would be foolish to give up. Someone once said that a lot of people failed because they didn’t know how close they were to success when they gave up. “To persevere is to succeed.” That thought has often kept me going.

Dak: A thought to live by.

Continuum

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Time travel is one of those tasty subjects for science fiction games that never seems quite to ferment. Between Grandfather Paradoxes, missing time, meeting yourself and endless causality problems, it seems like the only way to make a consistent, playable game is to institute rules ala Doctor Who:

GM: “If you meet yourself, you die.”

Player: “Why?”

GM: “Because the time streams are laced with positive flux, that inverts the subquantum matrix. Your Schoenhauer coefficient can’t take the invasive signal loss…and I don’t know what would happen, it would be messy and the rules say no.”

Player: “Oh.”

And so a bunch of very juicy, though complicated, plot ideas go tumbling out the window.

Not any more. The fine folks at Aetherco have developed Continuum, an RPG that centers around logical, playable time travel. They have attempted a remarkable feat of plate balancing, because in a slim 68 page tome they have developed a time traveling system, addressed all manner of paradoxes, used a great deal of very sharp art, created rules and guidelines for the Spanner (time traveler) society, a full sample adventure, enemies, tricks, combat, character creation and somebody’s kitchen sink. As you might imagine, it’s congested.

The authors know their topic, and the writing on the ins and outs of handling paradoxes in time travel is by far the most useful and concise part of the book. But the weight of topics they are attempting to cover chokes the life out of their setting. Rather than full descriptions of Fraternities and the dangerous Narcissists, we are given fits and dribbles of description–it’s as though the rules are written by writers who travel as quickly as the Spanners the game is about. And for every clever idea (the Yet, a record of future events you discover you are fated to perform) there are seven more frustratingly incoherent ones. Who are the movers and shakers? How do the different fraternities interreact? What do they see as the point of their stewardship of time? Continuum has no answers.

The system is extremely complicated, and I will be the first to admit that I simply do not understand it. As math, it makes sense–but the six page example of time combat makes it abundantly clear that unless one has a strong fetish for time travel mechanics, it is simply over engineered and very nonintuitive. It took me 2 hours to work through a sample combat, which I did only for the purposes of this review–so I doubt anyone else would really care to.

Don’t despair over Continuum yet…they are releasing Version 1.0 at GenCon this summer, and with more breathing room they may fill out the missing information from this playtest version. I’d recommend Continuum to anyone looking for some excellent ideas about how to manage time travel in their games. And this book is still a fresh, innovative take on the old shoe of time travel–it just isn’t working as a game on its own merits.

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