Quote: Original post by sunandshadowAgree with this. In addition, I would suggest that the Technos don't have to take pills like they have to. They can eat anything they want and the add-ons will still survive and function. However, the extra ingredients signal different (unique) growth patterns of the add-ons. For example, when the PC implant itself with an add-on, it is the basic, totipotent version. It can become anything depending on what you feed it (what you feed yourself). In other words the implant is a symbiotic parasite (this idea is not new). This fits with an old idea that the PC can cultivate something, and another view that converting into a techno is an on-going process.Quote: Original post by EstokYeah, the tehnos should not be eat chunks of metal, but since they often have metal body parts, but maybe they take vitamin-like 'metal pills' before growing a metal part to give the nanomachines in their bodies the right raw materials.Quote: Original post by sunandshadowI can't tell whether I oppose to technos being able to eat metals. It depends on what "eating metal" mean literally. If the techno can chew on an iron bar, I would say no.
I would like to put in that I am opposed to technos being able to eat metals because I think any truly non-human abilities like that should be reserved for spirituals.
Quote:This is disappointing but acceptable.Quote:No, I want the technos' children to come about in more-or-less the regular way because that way their lack of parenting comments directly on the way modern urbnites (in reality I mean) often don't want to have children or maintain any family ties. I see the lack of family as a huge, ignored problem in modern society that I want to talk about in the game through contrasting the magicals' large and strong but dictatorial families with the technos free but cold lack of families, and somewhere in there should be an example of a polyamoric family of choice, although I haven't figured out where yet.Quote: Another random Frequency idea, because it keeps bothering me that she's too similar to Skew... Maybe Frequency is a born Techno, but because one of hir grandparents or other distant ancestors was a magical, sie is a throw back and was born with wings.To be honest the idea of technos still freaks me. However, we can make Frequency look like a techno. In other words, the PC is not supposed to find out that she is a magical unless the PC reaches certain subplot. I would hold on to the idea of Frequency being a grandchild of some magicals, because I don't think that that is how techno children come about. The Techno's nonexistent sense of parenthood can be based on how their children come about.
Quote: If the idea of a hermaphrodite character bothers you, just think of her as a boyish girl when you're writing, then change all the pronouns to neuter when you're done. If we decide not to show the characters nude it will never be an issue what exactly is in her pants. And you can use that discomfort with the idea of hermaphrodites to help us characterize Lion - that's how he feels about technos, and it would probably disturb him a bit to learn that a hermaphrodite has a crush on him. You could even put Freque in disquise as a female magical, trying to act feminine to make a good impression on Lion... you can do all sorts of cool things to explore the issue of how to feel about hermaphroditism. That's kind of the whole point of having the technos be hermaphrodites - to give the player this surprising and uncomfortable idea to confront and see if love can overcome our preconcieved ideas about gender. :)I don't think you get the personality of Frequency. She won't do this: "You could even put Freque in disquise as a female magical, trying to act feminine to make a good impression on Lion...". For me this is crossing the line between surprising and ridicuing the player. This is a comment that I don't want (you might find it amusing to aim for)
Player A, "OMG this game is so cool i am in love with Frequency."
Player B, "Frequency is a dude, dude."
Player A, "WTF?!"
and the 'damn's continues.
Player A, "OMG I am going to tell C to play this."
If this is what it takes to make the game memorable and recommended by the players then let it be.
Quote:I think that I am more in the 'sex is implied or non-existent' catagory. We can set up intimate and romantic situations that are suggestive to the player but not explicit. Do you think that it is just unsatisfactory?Quote: By the way, how do you intend to present BDSM in the actual game? What is the rating of the content?Well, dealing with romantic themes in a realistic adult way will automatically get us a rating of Teen. Whether that got raised to Mature or not woud depend on how we wanted to portray sex in the game, and whether suicide and murder are possibilities in any of the plot branches. Personally, I don't really care whether we want our romance to be 'sweet' (glossing over the sex scenes) or 'spicy' (portraying the sex sceens with a medium amount of detail). For a book I would definately choose the latter, but in a game it might be very difficult to do sex scenes in non-cheesy ways. What do the rest of you think?
Quote:This is somewhat implied. But at the time the PC knows Frequency she is already in stage 2.Quote: This idea is fine. It changes the situation but nothing is fixed anyway. In the original idea, she did not fly for herself. She was flying for Case. In your idea, can frequency fly with her own wings naturally? Why does she want to enter the race? I accept the idea that Frequency can't fly with her own wings without the add-ons. However, in the original idea, Frequency is not a deficient magical. Her reliance on technology is more emphasized on spiritual value than on functional value. It also gives her a choice that she can be fully magical or fully techno. The idea addressed by Frequency as a character is not "I want to fly, I want to fly away and be free!" but "Why do I fly? What does flying mean to me?"I am suggesting that when Freque was a young teenager sie got started flying beause sie wanted to fly and be free, but now as the game begins sie is maturing into an adult and questioning whether flying is meaningful.
Quote:Frequency is not a guardian. Frequency is not steadfast, she is changing (not in terms of her personality but on her view on being unique, being abandoned, justice, love, and trying to comform). The enlightenment is mutual. The player can steer Frequency into different ends. The player has to untie their knots to allow them to become spirituals, at the same time hopefully the player will also appreciate and be inspired by the story. It is just a little misunderstanding.Quote: The character Frequency is based on a different concept of what spirituals are. In essense, the spirituals are not a race nor a culture. A spiritual is a character in the story that serves to enlighten the player. They are like priests and philosophers in real life, but in the story, they are just normal character who have gain wisdom from their own circumstances. When the player meet these characters and get to know them well, the player should have a sense that they are 'blessed' (not literally, since there is no actual higher power doing the deed) with strong spirits. The player is on a pilgrimage in which he helps the various characters to untie their knots to help them achieve spirituality. This deeper goal of the game is coated by humor and a fun story.In the dramatica system this is the story role Guardian. The problem is that guardians are typically steadfast characters, but we need al our RNPCs to be changing characters because our PC is steadfast. In other words, our game is about the PC teaching each RNPC something or pushing them to realize something, it is not about the PC being enightened by the RNPCs - like you said, going on a pilgrimage hepng RNPCs untie their knots. Because we are not defining the PCs character, he/she has no initial wrong view from which to be enlightened to the right view. So we can have regular NPCs or even the PC be guardians like you describe, but the RNPCs (including Freque) can't be like that, it doesn't fit the dramatic structure of a game with an uncharacterized PC.
Quote: I wanted it to be a distant ancestor rather than an immediate ancestor so there is more of a sense the Freque's magical wings are surprising, freaky, a throwback, a hint that no matter how much sie tries people aren't going to see hir as a normal techno.The major resistance here is that Frequency would be a techno doing it this way. Another resistance again, is that Frequency can very well go back to the magicals because she is a normal magical. And that highlight the sense that she is only unique in the techno eyes, if she goes back there is nothing special about her.
Quote: See, I don't like the current version of Case. I don't see why Case would be appealing at all, and don't like him as a candidate for an RNPC because I don't see anything interesting in his psychology for the PC to try to affect. I also think that one rival for any RNPCs' affection is enough for the PC to have to compete against. So Freque should either be attracted to Lion or on Case but not both. I think Lion is the better choice if Freque is a techno because it helps unify our setting if some RNPCs are travelling back and forth between the races'settlements (Skew from magicals to technos, Freque from technos to magicals and maybe spirituals.)Case is appealing for his dedication. He is willing to risk everything to win the race (in order to get the one he loves). He always put the one he loves first, and he builds his life around her. However the person that he built his life around is not the one he thought, but Frequency. I never said that Frequency is actracted to Lion. If you see Frequency as a somewhat celebrity, she is the type that that is attracted to the underdogs. This why she is attracted to Case. Case tried so hard but he kept on failing (in his own judgement). Frequency wants to tell him that the love he has been trying to get is right next to him.
Case is an RNPC not so much in the sense that the player is supposed to go after him. But that he and Frequency has a bond that can be manipulated. The player can try to strengthen this bond to match Frequency with Case, or the player can break this bond (or prevent this bond from forming) to get Case or Frequency.
Edit - fixed quoting
[Edited by - sunandshadow on November 17, 2004 12:58:41 PM]