The Alexandrian

Posts tagged ‘thought of the day’

If you’re trying to figure out what the credit line should read as next to “Creator of Roleplaying Games” you’ve got two options:

(1) Dave Arneson, for creating the fundamental gameplay in his Blackmoor campaign

(2) Dave Arneson and Gary Gygax, for co-authoring D&D

You’ll notice that neither one of these is “Gary Gygax all by himself”. That’s because there is no functional argument or logic by which Gary Gygax gets that title to himself.

Inception - Christopher NolanI recently watched Oblivion, which is a mediocre science fiction film starring Tom Cruise. It features a soundtrack which was apparently written by someone who watched Inception the night before and just couldn’t get it out of his head. So when I came out of the theater that night, I decided that I needed to watch Inception to clear both the mediocrity of Oblivion’s hackneyed score and the mediocrity of its hackneyed science fiction.

This, in turn, resulted in me diving inadvertently back into online discussions concerning the “true meaning” and “hidden depths” of the film. Some of this stuff is basically people saying “you may not have noticed that Rosebud is a sled” and some of this stuff is people saying “you may not have realized it, but Rosebud is actually a shapeshifting alien from the planet Vulcan”; but some of it is actually interesting insight into a movie which is not particularly complex but is remarkably rewarding in its depth.

Something that appears to have been completely overlooked, however, is the true nature of Cobb’s spinning top: Cobb describes this as his “totem”, but it notably doesn’t work like any other totem in the movie. There’s a theory that Cobb’s real totem is actually his wedding ring (which would presumably have some feature on its inner side that only he knows the feel of), but whatever his real totem is (if he has one) is largely inconsequential to the issue of the spinning top.

The short version: Cobb is not using the top as a totem in the same way that everyone else in the movie is.

See, a totem tells you if you’re in someone else’s dream. If you’re in someone else’s dream, they (or their architect) can’t properly realize your totem within the dream and you’ll be able to spot the inconsistency. (Saito does the same thing, albeit inadvertently, with a carpet near the beginning of the film.)

Cobb, however, is not using the top to test if he’s in someone else’s dream: He’s using it to test if he’s in his own dream. He’s not afraid of being hijacked by another dream team; he’s afraid of losing himself in his own personal Limbo. A traditional totem doesn’t help you with that because if you’re lost in your own dream you know what your totem feels like and you’ll simply create it for yourself. What seems to be true in the movie is that both Cobb and his wife have created a subconscious compulsion for themselves (probably using techniques similar to those which militarized Fischer’s unconscious): If they’re dreaming, their subconscious will cause the top to spin forever without falling over.

To sum up: When the other members of the team use their totems, they’re checking to see if they’ve been hijacked into another person’s dreams. When Cobb uses the top, he’s checking to see if he’s gotten lost in his own dream.

In my review of the Magic the Gathering Official Encyclopedia yesterday I mentioned how Magic cards can be used to great effect as a quick source of inspiration. Here are a couple quick examples of this from my own campaigns.

ARBORETUM GROTTO

Magic the Gathering - Clay Statue

“Clay Golem” – Magic the Gathering: Fourth Edition

  • A thick, tiered cleft. Magical lights clinging to the ceiling seem to cast daylight down onto the thick pleats of overgrowth choking the miniature, underground veil.
  • SPINDERS: 8 spinders roam through the overgrowth. (These can be found in the Book of Fiends, one of the best bestiaries ever produced.)
  • STATUE OF LIGHT: In the middle of the grotto sits a squat statue of clay clasping a bowl which seems lit from within. (See visual handout, above.)
    • LIQUID LIGHT: The bowl is filled with liquid light. Anyone touching the liquid will cause it to flow up over their hand (or hands). From that point forward, their hands will permanently glow white — producing the effects of a daylight spell.
  • ALCHEMY (DC 25): Recognize that most of the plants growing here are actually valuable alchemical ingredients. 6 hours harvesting could yield 5,000 gp of raw ingredients.

THE GLASSWORKS

Magic the Gathering - Urza's Power Plant

“Urza’s Power Plant” – Magic the Gathering: Antiquities

  • A twisted morass of glass piping filled with flowing fire.
  • THE ARTIFURNACE: Near the center of the twist labyrinth of glass is the Artifurnace. Eight large valves run around its circumference . (See visual handout, above.)
    • CRACKING THE ARTIFURNACE: If all eight valves are released, the Artifurnace can be opened.
    • HELM OF FIRE ELEMENTAL CONTROL: Suspended within the Artifurance is a helm of fire elemental control (crafted from brass and gold). But it doesn’t work: One wearing the helm can summon a Large fire elemental, but anyone wearing the helm will instantly provoke rage from any fire elemental.
  • FIRE ELEMENTALS: If any of the glass tubing is broken or the valves of the Artifurnace opened, the fire elementals trapped within the tubing will break free in a rage.
    • 1 Huge Fire Elemental, 2 Large Fire Elementals, 16 Small Fire Elementals
  • DM BACKGROUND: The idea was to create a magical item through entirely sympathetic rituals (by controlling the fire elementals physically, imbue an item with the ability to control them). Instead, the item became imbued with the rage of the imprisoned elementals.

Deep Storage Project

So in the realm of utterly bizarre realities, I offer you the Deep Storage Project. The simple gist is that someone is going to load up that crazy, multi-pronged modern art piece with tissue samples from thousands of volunteers and then lower it into the Marianas Trench so that if an apocalyptic disaster should occur the samples would be preserved and could be used to repopulate the species.

Nothing about this plan makes any sense: DNA samples that will decay into uselessness within mere years placed in a location that we would have difficulty retrieving them from now (let alone after an apocalypse).

But what I can’t help noticing is that this bizarre repository bears a truly uncanny resemblance to what an Elder Sign would look like if you extruded it into three dimensions. And that’s true whether you’re talking about the Lovecraftian original (on the left) or the Derlethian derivative you’re probably more familiar with (on the right):

Elder Sign - Lovecraft Elder Sign - Derleth

So, hang on a second: They’re sculpting a dimensionally-extruded Elder Sign, filling it with offerings of human blood, and sending it to the deepest part of the ocean?

Are they trying to mitigate the Apocalypse… or start it?

Gnome Stew has an article up today: Hot Button — Secrets

My problem is that the article is conflating two things that are, at best, tangentially related to each other.

First, you have the issue of players keeping secrets from each other. Second, you have the issue of PCs engaging in actions that will disrupt party unity.

Secrets don’t have to be disruptive and there are lots of things that will be disruptive to party unity even if they aren’t kept secret.

Meanwhile, because the article is muddling these two unrelated concepts together, it doesn’t spend much time (if any) actually addressing the actual issue of interest: How can these techniques be used? And when should they be avoided?

For example, let’s talk secrets: Keeping information secret to a PC secret from the player can be a very immersive technique. OTOH, letting the players have information that their PCs don’t can be very useful as a storytelling technique (in terms of pacing, clarity, and/or effect). And this extends beyond PC vs. PC secrets: For example, do you want the players to be totally inside Luke Skywalker’s head when he sees the Death Star and has no idea what it is until Ben Kenobi says, “That’s no moon. It’s a space station.” Or would it be more effective to use cut-away scenes to establish this looming, ominous threat in the playing space so that the players can really, truly appreciate the “oh, shit” moment when their characters suddenly find themselves dropping out of hyperspace right next to it.

The right answer depends partly on the players at your table. For example, if you’ve got a player at your table who can’t firewall metagame information and whose first response to a secret is to come up with some bullshit way for his PC to “accidentally” discover the information, then you’re probably going to want to keep secrets. (And this can also be true if you’ve got a player who really wants to maintain that firewall but struggles to get back to the character’s POV once they have access to information the character doesn’t.)

But the right answer also depends on what you’re trying to accomplish.

And the same thing applies to actions that disrupt party unity.

For example, if we’re sitting down to play a Pathfinder Adventure Path then it would a game-breaker to disrupt party unity. OTOH, if you’re playing in my open table OD&D campaign, then it’s totally awesome to engage in that kind of behavior: If the party implodes, it doesn’t matter because the next session was already going to feature a completely different party.

For an extreme example of this: I recently ran the one-shot Ego Hunter adventure for Eclipse Phase. It’s written to give every PC a secret agenda and I modified it further so that one of the PCs had a hidden identity. Then I aggressively enforced firewalling of information by taking players into other rooms to resolve secret interactions. The result was a session filled with extreme paranoia, backstabbing, and plans-within-plans-within-plans. So lots and lots of secrets. And lots and lots of party-disruptive behavior. (Including one guy who got ran over by a car twice and nearly a third time.)

It was glorious.

But I wouldn’t do it in my regular 3.5 campaign.

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