Hi all,
Something that has cropped up (indirectly, at least) a few times during the open playtest for Transhuman is the notion of how distinctive the different fundamental morph types should be from one another. IMHO they have quite different 'vibes' in the core rulebook. I thought a discussion thread on this might be of use to the designers.
My characterisation of the different morph types, as presented in the core book, is this:
Biomorphs - can have a good range of aptitude bonuses, with +10s fairly accessible in the high-end morphs. But squishy :-)
Synthmorphs - tougher and more damage-resistant than biomorphs, but tend to have less in the way of aptitude bonuses.
Infomorphs - can run on general computing architectures, rather than being limited to brains/cyberbrains, which makes them highly flexible. They get high innate speed, but because they can run on general architectures, they don't get to benefit from specialist hardware that would give an aptitude bonus.
(with pods being maybe broadly like biomorphs, I suppose?)
In Sunward/Panopticon/Gatecrashing/Rimward, the aptitude-bonus gap between synthmorphs and biomorphs has closed somewhat, largely due to new high-spec synthmorphs. Infomorphs have remained distinctive. This has changed a lot more with the various first drafts of the new material for 'Transhuman', where all morph types now seem a lot more similar (especially with the advent of eidolons).
So, my question is this: How do people feel about the distinctiveness of the different morph types? Do you like it? Do you want to keep it?
I like that there are now more high-spec synthmorphs available. But that said, one thing I really like is the idea that each morph type has some uniqueness about it. I'd really like to see this 'baked in' to the morph creation rules in some fashion. And I'd *really* like to see eidolons dropped entirely, in favour of high-performance servers on which infomorphs could run, in order to gain aptitude bonuses.
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The distinctiveness of biomorphs, synthmorphs and infomorphs
Thu, 2013-05-23 07:03
#1
The distinctiveness of biomorphs, synthmorphs and infomorphs
Fri, 2013-05-24 15:56
#2
Moved to general discussion.
Moved to general discussion. (Prefer to keep the playtest thread playtest-y... thanks).
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J A C K G R A H A M :: Hooray for Earth!
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Fri, 2013-05-24 22:59
#3
Yes, I like morphs being
Yes, I like morphs being distinctive. However, the current distinctions ... really aren't, and aren't significant enough to really address what we read in the text. Biomorphs are written as being all that and a bag of chips, but mechanically, synthmorphs beat biomorphs by most metrics.
Sat, 2013-05-25 11:27
#4
I think that this issue is
I think that this issue is one that has arisen from a lack of a Morph Bible when the Core was being written. I honestly don't know how the Core rulebook was written, but I get the feeling that the majority of the mechanics associated with morphs were generally done fairly flippantly, with a 'this sounds about right' method above anything else.
This has lead to a continuation of that method. There isn't really anything set in stone that writers can look at when it comes to writing a Synthmorph. There aren't enough dials to play with to really make a Synthmorph feel mechanically different from a Biomorph. Sure, you have aptitude bonuses, and you have durability, and at one end of the scale you have aptitude maximums, but beyond that everything is fairly arbitrary.
This is also a symptom of the Eclipse Phase system being fairly mechanically weak when it comes to differentiation. There isn't a good way to mechanically differentiate a cat from an elephant beyond giving the elephant a fuck-tonne of durability. You can give the cat a terrible SOM aptitude maximum, but that doesn't really help either.
Unfortunately I think that this is something we are stuck with. Short of a second edition, I don't really see much in the way the developers can do to fix the issue. If you want mechanically usable infomorphs that are noticeably different from the default you only really have two dials to turn, enhancements and aptitude bonuses. If you only turn the enhancements one you don't get anything interesting out the other end. If you turn both of them, you begin to encroach on what was previously Biomorph++ and Synthmorph+ territory.
You really cannot create uniqueness in the current system. There just aren't enough things to make a morph unique. It isn't an issue with the writers encroaching on what used to be the playground of the other morph types, at least not directly. It is an issue with there not being another playground for the infomorphs to go play in.
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Fri, 2013-07-26 19:43
#5
Even talking in-universe,
Even talking in-universe, there are many groups that specifically work to make new morphs that can cross any limits that might exist. Someone wants a combat-oriented bio-morph or an attribute-focused synth, then they'll do that. It gets even worse when you throw cyber-brains into biomorphs or biological "brain-boxes" into synths. There are still many social and personal reasons to not go with a synth (async morph fever, clanking masses, fear of brain hacking, ease of integration, better sex lives, etc.).
I think part of the lack of morph differentiation does help make characters still feel like themselves when forced into a different, non-ideal morph. I still want to see the ego behind the morph stay important.
Sat, 2013-07-27 17:02
#6
The real difference between
The real difference between morphs isn't in the mechanic, it's in the feeling of being in them. That's something that is strictly up to roleplaying, which is what a lot of eclipse phase boils down to anyway. It it's a super-balanced system (although I still think the infolife background should be reworked because that is just way off the scale) and it doesn't intend to be either. The big difference between morphs is how you feel when you are inside of them. Biomorphs makes you feel alive, while a synth makes you feel like you can do things but it isn't really your "body" and you're not alive in the strictest of sense. Infomorphs is for those who believe "I think therefore I am" is enough, you can do a lot over the mesh and you can work at high speeds but you're just thought and no body. The only way to mechanically differentiate between this is in alienation tests, and after that roleplaying. If you feel your character doesn't like to be in a synthmorph, go with that! Give stresspoints to yourself! I don't think your gamemaster will be upset that you make life more difficult for yourself voluntarily.
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Sat, 2013-08-10 23:32
#7
CodeBreaker wrote
Yup.
So let's talk hacks, because although it's way early to be talking in any concrete way about 2e, the problem identified in this thread relates to a design problem I've been giving some thought to -- namely, the way having a unitary sanity stat a la CoC limits us.
Our design philosophy when we started work on EP was to keep the mechs familiar, because the setting was so weird. I think our experiences in the first 6 years of the game have borne out this strategy, given that we still get questions along the lines of, "Your setting is so weird; how do I deal with it?" So making CoC in Spaaaaaace made sense. But by the time we release 2e, we're going to have a well-developed body of scenarios (no, really) and a matching body of fan knowledge that alleviate this to a large extent, leaving us more free to innovate mechanically.
What follows must be said with the disclaimer that I'm in early days in my thinking on this, and that PH is far from a consensus on what we even want 2e to be, let alone mechanical details. Thus I'm trusting you guys to take this in the spirit of this being just me shooting around ideas.
So: one thing that I've been kicking around in my head lately is making Alienation, Continuity, and Integration stats in and of themselves, interdependent with but considerably less tightly coupled to Lucidity. They might be derived from core Aptitudes, but have current & max values like Lucidity. Rather than being a test that's made using WIL or SOM whose consequences are mostly to Lucidity, each becomes a resource the player must manage, with direct mechanical and RP consequences built into the system.
What this does is to allow more granularity in modeling the effects of reinstancing and resleeving on the ego and the morph it's suddenly part of. They'd definitely be part of psychosurgery, and I could see them being used to chart the effects of drugs, long term simulspace/XP immersion, some of the more extreme augmentations, and sleeving in morphs that are non-standard for a particular ego. (Side note: biomorphs are now the default, but down the road, I could see each ego choosing biomorph, infomorph, or synth as a "ground state" at chargen and then applying game effects from changes in body based on that; this is implied but not mechanically explicit in the game now).
My thinking on this has some antecedents in other games. For example, Unknown Armies 1e (never read the somewhat-maligned 2e) has a trinity of sanity stats, each with its own inputs and outputs. And although I only admitted it to myself just now, I might have had 1e Vampire's Humanity/Path + Virtues trinity in the back of my head, although it's got to be said that that was a seminal but weakly implemented system. (I'm trying not to scare the shit out of the anti-"Story Games" faction on these forums; sorry if I've already failed). At any rate, what I find interesting about these systems is that they build out from CoC's unitary Sanity stat, and more importantly, do so in a way that models the aspects of it that are most important to a PC in their respective settings.
When I put Alienation, Continuity, and Integration into the resleeving rules, I was modeling what I felt were the most important effects of bodyhopping on the mind and body of a PC in our setting. I was strongly influenced by our literary source material -- in particular Morgan's imagination of resleeving's effects on mind and body in Altered Carbon. I mention this because the A/C/I trinity is meant to blend realism with imparting a particular theme/mood/feel to the setting. The particulars of the stats could change in 2e (as I talk about this, I begin to see a lot of overlap between Integration and SOM), but I think we will want to stick with the themes and moods we started out with.
So how could this translate into some interim hacks? Here is where I get super-speculative and directional rather than specific, but encourage y'all to experiment and report back if any of it works out in awesome ways. (I will be experimenting, too!).
Try eliminating Lucidity as a unitary stat in your game. Instead, Lucidity, Alienation, and Continuity are the three axises of sanity. Each does different things. Lucidity is still derived straight off WIL and represents the response to cosmic horror a la HPL/CoC Sanity, but it's also used for responses to personal horror (e.g. violence, torture, etc.). Alienation is derived from WIL and SAV and represents both your ability to be yourself in another body, and your response to experiences that challenge your sense of self and how well integrated your personality is (e.g., being sleeved in a morph not of your "ground state" type, having your behavior forcibly modified). Continuity is derived from WIL and INT and represents your resilience in the face of events like death & being restored from backup.
In this schema, resleeving/reinstancing checks might be rolled off of the appropriate stat, with failure decreasing the current value of that stat (just like blowing a san check in CoC damages that same stat). Integration and SOM become closely linked, if not the same thing, while some of the functions of SOM (e.g., unarmed/melee DV) become part of morph-based Strength or Constitution stats. Moreover, resleeving/reinstancing are no longer the only situations in which Alienation and Continuity are used in tests. These stats can be put in jeopardy in a wide variety of other situations (which I've mentioned earlier in this post).
I will repeat one more time my disclaimer: this is not a blueprint for 2e. These are my own very preliminary thoughts on one direction we might take things, absent any discussion with my colleagues, and this post is actually the first time I've put them down in written form.
But you guys are pretty cool, so I trust you take them in the spirit in which they're offered. :)
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J A C K G R A H A M :: Hooray for Earth!
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Sun, 2013-08-11 02:47
#8
What does CoC stand for? Wait
What does CoC stand for? Wait, is it Call of Cthulhu?
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As for this "ground state" morph ideas or what have you, I was considering something similar. You see the "Right at Home" trait has been becoming less and less useful with every new book released. If the types of morphs available is a zero sum game, especially important when beaming around habitats, then adding new morphs into the game reduces the likely hood of finding morphs of other types. The likely hood of you finding a morph just right for you becomes increasingly rare.
I was thinking of traits that remove the penalties for sleeving into morph types that a normal person wouldn't be comfortable in. I was thinking on the name "Grounded Morphology [Subtype]" (you replace subtype with what ever name is appropriate for the subtype). On (Core rulebook, p. 272), there is a table that lists a number of factors that might give penalties to resleeving. When selecting this trait, you could pick something like "Synthetic Morph" which normally gives a -10 modifier to Alienation and Integration tests, or "Exotic Morph" which normally gives a -30 modifier to those same tests.
The "Adaptability" trait gives a +10 modifier to alienation and integration tests, per level, so maybe this trait should negate -10 modifier per level. Perhaps it should cost 5 CP per level and go up to level 3. The adaptability trait is 10 CP per level, but the effects are more broad. As for max levels, you should only need to go as high as you need to (so you shouldn't go to level 3 for a morphology modifier of -20).
I'll consider ideas for a list of subtypes. Should we use only those on the list on (Core rulebook, p. 272), where "Exotic Morphs" is an acceptable subtype, or should we narrow things further and require one to select things like "Alien Morphs" and "Flexbots" instead?
Sun, 2013-08-11 03:24
#9
As to sanity rules...
I recognize that "CoC in space" is supposedly a part of Eclipse Phase, but sanity and the loss thereof has never played a part in the games I've played, something I'm very happy about. I really love Eclipse Phase, but I really dislike rules for sanity loss. They just have no interest for me. I'm perfectly capable of roleplaying my PCs reactions to events, and if I wanted to roleplay someone who was weak in the face of horror I would. In most cases, I don't. I get my fun from seeing a mission as a puzzle to be solved, and solving it. RPing horror, fear, or insanity has no interest to me, unless I had deliberately chosen to roleplay someone who would be fearful. I'm the one who gets to roleplay my PC, not the system. If rules for insanity are given much greater emphasis in a further edition, then I will regretfully part ways with Eclipse Phase.
As for the lack of distinctiveness of morphs, I agree with CodeBreaker that the system isn't robust enough to support distinct morphs. I wish it were. The system particularly needs morphs to have stats distinct from the ego, like strength, size, etc. I love that Eclipse Phase lets me play a humanoid robot, though. That's fun. However, I find the idea that my PC would feel somehow "less than human" for riding a robot silly. Even an infomorph can feel as human as desired by using simulspace.
Sun, 2013-08-11 21:17
#10
I would love to use something
I would love to use something like the sanity rules you're describing, Jack. I've always believed that a game system inherently draws attention to the parts that have the most detail, and so whatever subsystem you make the most detailed becomes the core feature of your system. Part of the theme I perceive in Eclipse phase is the idea that we've removed pretty much every restraint on what we're capable of doing, EXCEPT the psychological. Because of that, I'd absolutely love to see less attention payed to statting up character's physical capabilities, and more attention paid to stating up their psychological limitations.
One idea I'd like to play with along these lines is having the values be double edged swords. A character with a highly adaptable sense of self might have an easier time sleeving exotic morphs, for example, but they'd also be more vulnerable to mind-altering hacks. Being highly alienated makes it easier to engage violence and horror directly, but harder to interact with transhumans socially. People with the psychological chops to take full advantage of the transhuman possibilities should be more vulnerable to the downsides of it, and more likely to go fully exhuman. This could make playing a bioconservative a valid powergamey choice, because while you'd have a harder time resleeving or egocasting, you'd be more resistant to brainhacks or the exsurgent virus.
Mon, 2013-08-12 05:53
#11
Anarchitect wrote:One idea I
I don't like this idea. Its like saying to make a more powerful computer, you have to make it bigger. The last many decades goes against that trend where more powerful computers are overall better than previous generations. While supercomputers are powerful, old ones can be eclipsed in power by what you can put into a modern pocket calculator. Overall new computers are more powerful, smaller, work better, have better programs, etc.
Technologies might have a rough starts, where you have to play games of trade off to get anything useful, but once they are on the road of constant development, they get better and better. I think that the sleeving and uploading technology in Eclipse Phase is past that rough start stage, so I think it would only be something like a 1% that can't both resleeve well and resist mental hacking well. I think there will be a time where transhuman minds (or posthuman) will be both be able to sleeve into anything with ease and will be immune to mind hacks (even from TITANs).
Mon, 2013-08-12 10:34
#12
Tradeoffs
There also comes a time with a Mature technology where all the low hanging fruit has been discovered, improvement-wise. At that point, you do have to make trade-offs to make gains. Once you have computronium, you DO have to make a computer bigger to make it better.
Where we are where it comes to psychological adaptation to resleeving is entirely up to us, so we can set it where it's most interesting from a narrative perspective, and from a game perspective.
From both these perspectives, having a diversity of character types is more fun. Also, allocating limited resources is fun. I happen to like having stats that can be both good or bad, depending on circumstances, because it creates both these conditions. Balancing a desire to use the more exotic aspects of the setting with a desire to resist the more exotic threats of the setting is an interesting decision. We want there to be a place for both Minimally augmented humans and near-posthumans in setting. And one of the themes of the setting is "how much can we change and still be human?" Having a solid mechanical reason NOT to go full posthuman would reinforce this theme.
Now what we trade off is up for grabs. resistance to brain hacking is just the first thing that popped in my head, because it makes sense that a person who's able to accept radical changes to their sense of self would be more vulnerable to having radical changes made.
Mon, 2013-08-12 17:42
#13
I think the sanity-stat
I think the sanity-stat trinity has potential, especially if there will be traits that make a character resistant to damage to a certain stat. I could see an AGI (or somewhat odd transhuman) that sees his/her body more as replaceable hardware than a real component of the self, making replacing, augmenting, or damaging the morph meaningless as long as the ego is the same at its core (I know that morphs do effect the mind too).
As for "ground state" morph rules, I think that this will need some development. Can you change your "ground state" over time, such as an infugee learning to live as an infomorph after many years in simulspace? If so, how long does it take and can one either resist the change or help it along? Is there any accounting for the shape of the morph over the type (i.e. if an octopus uplift is used to octomorphs, is a human splicer biomorph or takko synth weirder)?
There is the possibility for some weird mental attachments, too. I know some guys who would probably feel more like themselves in a male-pattern synthmorph or worker-pod than a very-much human female morph. What makes you, you?
Morph-specific stats are a must! Even if you have no idea what you're doing, a fully grown male gorilla has a great deal of strength. This isn't even mentioning the power a military synth might have.
@Anarchitect: I dislike having too many trade-offs for sanity-stats, especially anything that makes augmentation and resleeving inherently unhealthy. Unlike certain other systems, like Shadowrun, EP specifically lacks "humanity" mechanics signifying a loss of "humanity" caused by augmentation. Body-modification shouldn't doesn't make you into a monster. Technophobia shouldn't be a defense from mind-hacking either. Heck, someone who has had their mind modified before might be better able to tell when it has been tampered with than one who has no experience would lead him to doubt that the voice in his head is his.
Mon, 2013-08-12 18:32
#14
From time to time I jot down
From time to time I jot down notes on converting [i]Eclipse Phase[/i] to the ST system used in [i]World of Darkness[/i]. A straight translation of the CoC-style sanity stat felt like an awkward approach to degrading sanity in the ST system, and it interacted oddly with Morality, so I ended up stealing from [i]NEMESIS[/i], which uses roughly the same system as [i]Unknown Armies[/i].
I created a category I simply called "Solipsistic Stability", and it's a measure of how much you've become detached from yourself, and how unsettled and paranoid you've become with regards to yourself. Resleeving and egocasting are Stability 10 sins, so most characters aren't all that affected by the fear that they've somehow lost continuity when they resleeve. The really hardcore "sins" against Solipsistic Stress I made to be when you do ethically questionable things to forks of yourself; these inherently degrade the trust you have in your own actions and the sanctity of your own mind. (Mass torture of your own forks is a Stability 2 sin in this system, for example.)
Mechanically, it has some benefits and some disadvantages; characters are never actually at risk of going permanently beyond the brink through repeat exposure; once you've hardened to or been chronically unsettled by, say, being attacked by a horde of Whippers, your character will not actually have to worry about Whippers, which reduces the CoC-style slow descent into madness.
It does, however, look really nice with Empathic and Solipsistic stress; doing terrible things to yourself or other people unsettles you, and you get into a self-reinforcing loop where because you have done those terrible things, you're tempted to continue doing them.
So, overall, I'd say that CoC-style SAN works perfectly to represent an all-pervasive [i]danger[/i], that even if you don't die, you could still be driven insane by what you're about to expose yourself to, with no safe level, while WoD-style Morality works better for helping players into a Gothic (the literary genre, not the subculture) Horror morality play about the consequences of your own actions.
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Tue, 2013-08-13 00:35
#15
@ Anarchitect
@ Anarchitect
I don't agree with your gaming philosophy.
I'm not sure if I quite get what you are saying about needing stats that are sometimes good, sometimes bad. My best guess is what you are asking for is what happens in games like D&D for classes (I'm thinking 3.x editions). Classes such as Wizard or Fighter is very optimized for specific tasks, but are poor in others. You can't change the fact that a Wizard is a very poor fighter, and that a Fighter can't cast spells. Multi-classing does not make you good in both fields, only average in both fields. A Wizard caught in melee and a Fighter subject to a charm spell will not function well.
I don't like such systems as they tend to be inflexible in terms of how you are shown to be good at some things and bad at others. I came to like point buy systems as they gave you greater to potential to customize characters. You can create characters that are not stereotypes (or at least try to avoid dumb fighters, frail wizards tropes). You can better define how characters work and how they don't. What sort of perks you get of point buy systems are usually dependent on the system itself. An example is BESM. It was one of those systems that tried to make it possible to make any anime an RPG, or make an original anime themed RPG by picking what ever themes you wanted. Unfortunately, because it tried to do everything, it was too easy to spread yourself thin as there were a great many temptations to spend points on. This made it possible to make builds worse than Fighter will low strength, dexterity, and constitution.
I nowadays tend to think of games like D&D as RPGs with training wheels, as they make it difficult to make crippling builds. A Fighter class has HP, attack bonuses, fort save bonuses, bonus feats, and proficiency with a lot of weapons, armors, and shields. By picking a Fighter class, you are guaranteed to be good at fighting.
Despite the risks of fumbling a character with a point buy system, I still prefer them. I would hate to lose flexibility in trying to make something else work. I also like being able to say how my characters are bad instead of automatically saying that you are good something so you are therefore are bad at something else. It takes some practice to avoid making bad builds, but it is something that can be mastered.
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Also, I like the Jovians because they show that characters and factions can exist that might not do well in the long run. I don't want to change the rules to make them balanced with everyone else when their decisions might actually be terrible. I don't think they'll last if they stick to their principles and try to compete with the rest of transhumanity on their terms. I think they will have to change their principles, become hypocrites (doing what they say other shouldn't do and make such acts deniable able or blamable on others), or try to exterminate everyone else before they become too powerful. I think if they fail to do any of these, they will in time become overwhelmed by those who have advanced much further than they have.
Tue, 2013-08-13 05:19
#16
DivineWrath wrote:Also, I
You can make a reasonably powerful starting character, even with bio-conservative leanings. Sure you close yourself off to certain useful options, but you still have the same number of points to spend, meaning you have to concentrate your awesome in skills, attributes, moxie and lower-tech gear. A commando in a flat or splicer can be surprisingly powerful, and less likely to raise alarm bells than an exalt, fury, or reaper. Still, you are definitely trading combat power for a roleplaying option if you go bio-conservative.
Please note, however, that there are rather large factions in the Jovian Republic that restrict tech more out of a pragmatic call for security than because of bioconservatism (though the religious BS helps for propaganda and to make people not WANT to break the law). These people do not oppose the use of resleeving or nanofabrication in of themselves, but feel that it is too dangerous to put such power in the hands of the common man. They are a lot more careful about technology, because it almost wiped out the species. The general anarchist sentiment in Firewall clashes with such beliefs, but you can't say that there haven't been a few x-threats that were worsened due to easy access to fabbers or other tech that would be scarcer in Jovian space. In summary: Jovian =/= strict bio-conservative.
Tue, 2013-08-13 15:29
#17
sometimes good, sometimes bad
Why i think it's interesting to have sometimes good, sometimes bad stats.
1. I think certain traits are not universally good or bad, but depend on the circumstances. Let's take size as an example. Being large is an advantage when you want to toss around some NPCs, but it's a disadvantage when you need to crawl through an air duct. One way to handle this is to have a "large" trait that gives you appropriate bonus or penalties. Another way to handle that would be a size stat, that is added when advantageous, and subtracted when it's hindering.
2. You can't always reasonably separate the benefits from the drawbacks. You couldn't make a character who got the large size bonus when grappling, but the small size bonus when crawling, no matter how many character points you have to spend. This makes setting the value on a mixed stat meaningfully different than allocating limited points, even if you wound up with the same set of bonuses and penalties.
2a: Allowing players greater freedom to "choose what they're bad at" tends to result in them players choosing to be good at something that comes up a lot, and bad at something that doesn't. When the game designer links your bonuses and penalties to the same trait, it's easier to make sure that what's lost is actually equivalent to what's gained. It also means that since a player can't just be good at everything they want, and bad at stuff they don't care about, they have to make meaningful decisions instead of no-brainers.
3. Set up properly, a mixed stat creates roles for differing values along it's slider. Either extreme is specialized, and the middle ground is a jack of all trades. The large character is probably specialized in grappling, the small character in infiltration, and the medium character can meaningfully participate in both.
Why I think it's interesting to model sanity and it's application to morphology this way:
1. As the setting stands right now, there is very little reason NOT to get as weird as possible. The advantages offered by extreme transhumanism are too great. The only thing keeping people in flats or splicers competitive in this environment is that the X-threats are typically several orders of magnitude more powerful than any transhuman.
2. By the setting information, the majority of people have reservations about extreme transhumanism. People are uneasy about forking, sleeving synthmorphs, and a variety of other things. The setting gains more verisimillitude if there's a valid reason for those concerns, instead of just being a form of fantastic racism.
3. There is already support for the concept of dehumanization in setting: There are posthumans, exhumans, and singularity seekers. These are people who have either modified themselves so much that they no longer self-identify as humans, or seek to do so. However, in many cases the things they've done to change themselves are no more extreme than what some of the players will do with their characters. How is a Neurode fundamentally less transhuman than a swarmanoid? If we're going to overhaul the rules on sanity and self-image, this is the question that I feel needs to be answered by the new mechanics. How far can you push the transhuman envelope before you no longer consider yourself human?
4. I think having your "integration stat" be a slider is more interesting than having it be a resource that gets depleted. Let's make our comparison to an "essence" stat that's depleteable. In this case, every mod you get makes you less human, and it's right there on your sheet. You're penalized and judged for getting heavy modification, which isn't very fun in a system where pretty much everyone is augmented. It's fundamentally anti-transhumanist.
On the other hand, my idea for an integration stat is a slider. Having different values on this slider doesn't make you less transhuman. Instead, it changes what kinds of mental trauma you are more vulnerable to. At one end of the scale, your self image is fixed and inflexible. You'll be more vulnerable to trauma from body horror, and you'll find it harder to sleeve anything but your birth morph. But you'll also have an easier time resisting mental hacks intended to change your personality, because you're so damn inflexible. On the other end of the scale, your self image is malleable. You'll find it really easy to take advantage of weirder augmentations and morphs, because you can readily adapt to the changes in your self. On the other hand, you're more vulnerable to trauma and disorders that make you feel detached or less human, for precisely the same reason. Note that mental trauma can still lead to insanity and dehumanization for both characters, it just takes different stimuli to do so. Most transhumans will set their slider somewhere in the middle, because they want to take some advantage of transhuman tech without stress, but also don't want to go nuts the first time they encounter a Basilisk hack.
In this system, setting your value anywhere along that slider is a valid character choice. Thus we don't mechanically stigmatize any character archetype, instead giving each a niche. This leads to more variety in character types, which allows greater exploration of the setting through different viewpoints.
It would be boring if you could be good at resisting all trauma across the board. Because then you'd just do that, and all the variety would leak out of character design.
Tue, 2013-08-13 17:49
#18
Options are good
So, one stat diverges into three... well, not really "three", since Continuity will be relevant only when a player sleeves a backup (or a hot copy, still inside the Cortical Stack).
Personally, I think there are several problems with this, wich leads me to vote for making an "optional rule" of leaving Integration and Alienation as a single stat, making things a little more agile in certain situations (for example, a game with fast and common resleeving for whatever reasons). Also, while it can be fun to see how the dice make the player have a hard time, I do not find amusing to see a game derailed or stopped because a PC has to wait until his 99 in Integration allows him to move his new body, something he was forced to endure because the game demanded a farcast.
Now I know this doesn't sound "pure". But frankly, it is not possible to make a game everybody things is perfect (memetic virii aside XD).
One thing I find strange, for example, comes regarding physical stats of Morphs. Why two egos, with exactly the same morph in two different times, can have a so different strength value as 40 for the MMA freak and 10 for the feeble hacker? One can barely carry its daily shopping, while the other can break synthmorphs and carry their remains with ease, making the "SOM means how well you can use the strength of your body" quite crazy as a logical statement. I could understand giving the values to mental stats, and the bonuses to physical ones (so two egos sleeved in the same morph in two different times would have no more than 10 points of difference between the final stats).
This could be made by making a new advantage and a disadvantage, not counting for the limit of 50 points, with a +5 or a -5 to one, two or three physical stats (at a cost similar to what now means buy those bonuses as an ego). Mental stats, on the other hand, would be enhanced by the morph's physical capabilities (better brain, better eyes, better pheromones...).
Now as the difference between the three kind of morphs... seriously, I find the Eidolons quite out of place in the setting, specially with the inclusion of the servers. Sure, an infomorph lags a lot behind an physical body, but I think we stumbled onto the rock of equality here.
Big news: not everything has to have the same value.
Synthmorphs are better than biomorphs, and infomorphs are usually a means to an end for PC's. Why? Because you can churn out synthmorphs a lot faster than biomorphs, and you can customize them regarding the amount of resources you want to spend.
which leads me to the "right at home" advantage. Seriously people, that advantage has never lost much in the way of value. While a player can make a very convincing case of almost all the morphs in the core book being avaiable everywhere, two are very critical "right at home" applications: Cases and Infomorphs. Take those two and you have a damn nearly inmortal character, able to bodysurf as fast as he can hack his way around. Quite impressive for an assasin.
What are the difference between bio and synthmorphs? Mechanically, durability and the kind of inputs they require. Background-wise, however, they are the difference between surviving and living, of suffering (for organics, at least, AGI's might differ) through life nearly inside of a crude sensorium, or to enjoy it better than we do today.
A role-play difference, I think.
Tue, 2013-08-13 19:29
#19
Not just a roleplaying difference.
Not just a roleplaying difference. In a setting with a sanity stat, That difference is expressible as a mechanic. If sleeving in a synthmorph is something that baseline transhumans suffer doing, it will inflict stress and lower lucidity. Long term it will cause trauma. AGI's might have the reverse problem sleeving a biomorph. Neo-dolphins would suffer if sleeving a humanoid shape instead of a cetacean shape.
And making it have mechanical effect instead of just a roleplaying concern is a better solution, because it makes players deal with that difference instead of being able to blow it off when it might hinder them.
Frankly, I think every character should have the "right at home" trait for a specific type of morph, based on their background. Everyone was born and raised as something.
Wed, 2013-08-14 01:08
#20
@ Anarchitect
@ Anarchitect
In regards to morph size and penalties, your arguments begin to fall apart when you consider flexbots. They by design, are robotic morphs that are supposed to be able to combine to form bigger morphs, or separate to individual smaller modules. They can get the best of both world (if they go through the trouble to change states). They can become much bigger than biomorphs and can craw through things that biomorphs can't. Such is the perk of being at the extreme end of robotics.
In regards to players abusing drawbacks. If you give players the chance to select drawbacks to get perks, then yes, some players will try to abuse such a system. Such a system can be handled by GM intervention (by not allowing players to do game breaking things), or including rules that help prevent abuses. For example, the rules could cause the drawbacks to be half as valuable as the perks (like having the drawbacks give the player half the CP). Hell, even you didn't have drawbacks, players are not prone to buy advantages that they are not likely to use much. How often do you see a D&D Fighter running around with cross-class skills like Bluff or Spellcraft?
In regards to getting weird. Yes, there is more reasons to get weird than there is to stay normal. This game line takes a very experimental attitude to advanced technologies. They don't say no, but rather they offer you a toolbox to play with the ideas. Using certain technologies can push you further ahead than where you would get by playing fair. I would also like to point out that this why TITANs are so frightening. It is possible for them to get so far ahead that it is no longer possible for anyone else to compete with them anymore. Such is the risk of a seed AI in the game going the way of a technological singularity, and the same thing happening in our real world.
In regards to people having reservations to getting extreme with technology. Yes, there are a great many people who do have reservations on the matter. Can millions of people be wrong? Yes, they can. Just because lots of people don't do something doesn't mean it is the best decision for them to make. I happen to like the possibility that millions of people can be wrong. It gives science more "verisimilitude" than religion because science is an error correcting process. A single error is another step towards truth, not a set back.
In regards to dehumanization. Posthumans are not dehumanized (they probably still have human values, maybe shifted values, but human like non the less), exhumans threw away their humanity without out the concern to damage that might cause to their minds (think mad scientists with mind improving technology), and singularity seekers haven't been successful in gaining what they want yet (whether that includes discarding humanity is another matter). I think you are over simplifying this subject by assuming they all must discard their humanity.
Wed, 2013-08-14 01:44
#21
@Anarchitect:
@Anarchitect:
I think one of the weird things about your proposed system is the example of the "inflexible self-image"/bioconservative and the "flexible self-image"/body-hopper. The this is, fanatics can be surprisingly easy to manipulate; all the levers are clearly marked and static. A more flexible mind is a moving target. I might just be against making every bio-conservative bigot, who fears so much as a blood transfusion "changing" them, automatically more resilient to mental manipulation than someone who embraces life-saving technology.
As for the question of when someone stops self-identifying as "human" (a statement that ignores other sapients like uplifts and AGIs), I don't think that any physical form is going to throw a well-adjusted person over the edge. One who already has self-image issues or has some desire or belief that would redefine there humanity might do it. Additionally, extreme mental augmentations (like experimental, crazy crap) might also push someone past that threshold.
Wed, 2013-08-14 10:10
#22
Sanity thread split, back to morphs.
OK, so I've taken the sanity system discussion to another thread, so that this one can stay on topic. Ideas about sanity are only relevant here as they apply to distinctiveness between morphs.
(that said, I've tried to take concerns raised here to heart. Go check it out and see what you think.)
Specific to morphology: It's often made a point in setting fluff that most people prefer being in their natural body form, and that they find morphs that vary too much from that uncomfortable. But in game, the only time this comes up mechanically is during the sleeving process. It would model the fiction better if you took stress over time for being in a morph that didn't match your self-image. So a Human might sleeve a synthmorph short-term with little effect, but go crazy long-term.
I think Human egos would have a natural preference for humanoid biomorphs. AGIs would have a preference for infomorphs or synthmorphs. Uplifts would prefer biomorphs of their species.
And yeah, there's definitely got to be a mechanism for altering your self-image. But I'd probably require CP or Rez to do so. If you want to start the game with a human ego who's adjusted to feel at home as a flexbot, I'd charge for it.
Wed, 2013-08-14 17:29
#23
Personally, I would tie the
Personally, I would tie the continuity tests to time and small penalties to skill tests. And when you are in an "alien" morph, it is already being taken into account by the difficulty modifiers, so...
Anyway, the point is that synthmorphs are either used for cheap & fast bodies, or for combat ones. While biomorphs are for living or (more subtle) combat situations.
So, are biomorphs inferior to synthmorphs? It depends. Different situations call for different tools, and a morph is a glorified tool.
In a battlefield, a sytnhmorph is vastly superior in physical terms... unless hacked.
In a city, a biomorph is more discreet than any synthmorph... but for cases (or synthmorphs disguised as cases!), at least in the slums.
etc...
In general, physical threats gives the edge to synthmorphs (as it should be, The Flesh is Weak), but anything social is more partial to biomorphs for a lot of reasons, the most relevant being that every human-based conscience is wired for body language, specially the one coming from facial expresions (something synthmorphs don't seem very adept at).
Considering there is a complete economy centered around social standing, and a group skillset and several important values, I'd say Biomorphs are the Social option.
And yes, there is always the oddity. And for soldiers using biomophs in combat, well, sometimes people is better using the subpar tools they used their whole life than trying to do stuff with a new set of tools they are not familiar with.
Thu, 2013-08-15 22:38
#24
And I agree with all of that.
And I agree with all of that. The problem is that none of that is supported by the existing game mechanics.
Fri, 2013-08-16 10:14
#25
Yeah. I especially think that
Yeah. I especially think that synthmorphs need some sort of negative modifier to certain social tests. Right now, people just have a harder time reading them which makes them the best liars - but really they should get something like the negative modifier to Persuasion that Emotional Dampers has, or worse. I personally find it highly annoying when people wear sunglasses that won't let me see their eyes.