formatting, 2 smaller additions

master
b3yond 2018-06-14 09:41:39 +02:00
parent 414f838ff1
commit a58fd67774
1 changed files with 116 additions and 92 deletions

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@ -7,7 +7,7 @@ The players live in a cyberpunk dystopia, but slowly discover and build alternat
Late stage capitalism, everything is privatized. Cultural expression stagnates.
Beginning Classes:
Classes:
* Wage Slaves: Most people are Wageslaves and do unnecessary bullshit for little money. Don't have much free time.
* Unemployed Punks: don't get enough subsidies to pay the rent, have to do small daily jobs or become a squatter to survive
* Corp Execs: plan the production of Wageslaves (keep as many as possible busy to get gov subsidies), develop corporate science (not sharable with other Execs)
@ -15,10 +15,14 @@ Beginning Classes:
* Politicians: Make policy as you wish - you can help Commoners, but you can also take their rights away. Give public jobs to Execs, or Commoners.
* Commoners: Not a starting class, everyone starts as one of the other 4.
The people already exist, have attributes, property, identity, running costs, and a daily life - Players randomly take over their lives when they spawn.
Every person has a few friends, it varies and changes dynamically for NPCs. players only start as characters with at least one player friend.
Only players can start alternative projects, but NPCs can join them and passively take part.
Some are enemies, and if players spawn in them, they can choose to play villain or help the Commoners.
The people already exist, have attributes, property, identity, running costs,
and a daily life - Players randomly take over their lives when they spawn.
Every person has a few friends, it varies and changes dynamically for NPCs.
players only start as characters with at least one player friend.
Only players can start alternative projects, but NPCs can join them and
passively take part. Some are "enemies", and if players spawn in them, they
can choose to play villain or help the Commoners.
* You begin playing one day in corporate life
* One day later you hear of collectives, somebody signs you up for the fediverse
@ -37,12 +41,12 @@ One day lasts half an hour or so ingame.
* 0200 begin of curfew
* 0600 end of curfew
Every charakter should sleep around 4-10 hours a day, else they suffer.
The longer you sleep, the faster you can move by day.
Players can read/chat in that time. There should be alarms to wake them up again.
Every charakter should sleep around 4-10 hours a day, else they suffer. The
longer you sleep, the faster you can move by day. Players can read/chat in
that time. There should be alarms to wake them up again.
If you aren't actively playing, your character just does their routine and sustains themself.
They work just enough to pay their rent, not a bit more.
If you aren't actively playing, your character just does their routine and
sustains themself. They work just enough to pay their rent, not a bit more.
# How you play
@ -67,6 +71,7 @@ Producing
* Something not entirely boring maybe? Minigames where you can get better with experience, but which are also diverse
* Build, purchase or give away machines for automation, so you can quit doing that bullshit and start with other stuff
* you can build networks which can sustain other new Commons projects. Just connect with people over mastodon.
* Commoners Production minigames could include cooperation elements.
* Surplus has negative consequences? Your avatar gets uglier? lol. taxes?
* How do you get a market? Shopping infrastructure
@ -106,12 +111,15 @@ Combat
### Attributes
Do we need attributes or is gameplay solvable by skill and experience only? Which is more fun?
Maybe attributes promote specialization and inhibit trying out different work experiences.
Do we need attributes or is gameplay solvable by skill and experience only?
Which is more fun. Maybe attributes promote specialization and inhibit trying
out different work experiences.
Everyone can take 2-3 hits until they go down. Depending on the weapon, they die or go only unconscious for 1 hour.
Everyone can take 2-3 hits until they go down. Depending on the weapon, they
die or go only unconscious for 1 hour.
The less you slept last night, the slower you move. The more drugs you take, the faster you move.
The less you slept last night, the slower you move. The more drugs you take,
the faster you move.
## Ingame economy
@ -119,9 +127,9 @@ What is happening in the game and how can the players partake?
### Sectors of Corporate production
Each product has a different minigame.
Wageslaves get employed permanently, and for 8h a day.
Punks are employed only per daily basis, at different times and for 4h each.
Each product has a different minigame. Wageslaves get employed permanently,
and for 8h a day. Punks are employed only per daily basis, at different times
and for 4h each.
* Producing Food: mix the right ingredients, so tasty Soylent/Beer/other food types emerge.
* Coder: arrange Code Snippets so they make sense, find bugs in code.
@ -161,12 +169,12 @@ Punks are employed only per daily basis, at different times and for 4h each.
* Tailor: refine mushrooms to cloth, puzzle it to more and more complicated clothing
* Build: constructing buildings for private space or public usage
* Bank robber: attack banks to steal money for projects to use
* Distribute Flyers: stand in the city and give flyers to people
* Distribute Flyers: walk through the city and give flyers to people
### Crime
Police control whether crime happens and pursue the perpetrators.
People can also point out crime and get a small reward.
Police control whether crime happens and pursue the perpetrators. People can
also point out crime and get a small reward.
* Shoplifting
* Squatting
@ -195,7 +203,8 @@ Organize Parties, Black Markets or Demonstrations
### Infrastructure
You can usually use existing infrastructure, until you build up own infrastructure - but it's expensive and helps the enemy.
You can usually use existing infrastructure, until you build up own
infrastructure - but it's expensive and helps the enemy.
* Transport: busses and trains, later self-driving
* Internet: rented flats have internet, you can build Freifunk
@ -208,7 +217,8 @@ You can usually use existing infrastructure, until you build up own infrastructu
In which directions can the ingame society develop?
When a society/company researches a certain module, a video explaining the progress is sent to each fakebook user.
When a society/company researches a certain module, a video explaining the
progress is sent to each fakebook user.
### Corporate Research Modules
@ -251,6 +261,7 @@ Software
* cryptoMSG
* Blogs
* Cryptocoin
* A Game to promote solidary economies (very meta, but why not?)
Hardware
* open source PCs, Servers & Phones
@ -280,21 +291,21 @@ Ecology
The representative democracy can be more or less authoritarian.
When a policy is introduced, a video explaining the progress is sent to each fakebook user.
When a policy is introduced, a video explaining the progress is sent to each
fakebook user.
### Political System
Multiple political parties are competing for positions of power.
At best, momentary, spontaneous coalitions have to be forged to pass a law.
There is no ingame tool for permanent coalitions.
Multiple political parties are competing for positions of power. At best,
momentary, spontaneous coalitions have to be forged to pass a law. There is no
ingame tool for permanent coalitions.
senators can introduce laws and have additional rights.
the parliament has to approve each law.
24h pass until the vote takes place.
senators can introduce laws and have additional rights. the parliament has to
approve each law. 24h pass until the vote takes place.
Everyone can candidate for an office, usually you found and join political parties though.
To rise inside a political party, you have to win street credibility through activism.
Everyone except refugees have voting rights.
Everyone can candidate for an office, usually you found and join political
parties though. To rise inside a political party, you have to win street
credibility through activism. Everyone except refugees have voting rights.
3 senators
* have initiative right, can propose policy modules
@ -305,9 +316,10 @@ Everyone except refugees have voting rights.
* Senators need 2/3 by the parliament to get elected and tend to be moderate and compromising.
* If parliament can't consent on new Senators, the old ones persist.
parlament
parliament
* 50 members
* no obligatory compliance / Koalitionszwang
* no obligatory compliance (Koalitionszwang)
* politicians get diets, a little higher than wage slaves' wage
### Policy Modules
@ -329,14 +341,16 @@ Security Policy:
### Standard Political Parties
The idea is that successful and well organized players form a forth party.
This party can then ally alternately with the libdems and labour to pass policy.
This party can then ally alternately with the libdems and labour to pass
policy.
Usually, on one topic, one traditional party is against it, another in favour of it, and one doesn't have a strong stance.
Execs can start bribing or influencing the party with the weak stance to pass policy.
(This is especially useful if Commoners are politically weak)
Usually, on one topic, one traditional party is against it, another in favour
of it, and one doesn't have a strong stance. Execs can start bribing or
influencing the party with the weak stance to pass policy. (This is especially
useful if Commoners are politically weak)
Another interesting strategy would be to infiltrate the ChristM and use their votes to pass policy.
Funny way to get a Senator position.
Another interesting strategy would be to infiltrate the ChristM and use their
votes to pass policy. Funny way to get a Senator position.
Labour Party
* Want full employment - we need to finance work places
@ -370,25 +384,29 @@ Cyberpunk, Renaissance, and the Icarus myth.
Combining very different things to fit together seems like a good idea to build an interesting world.
The myth could be transformation.
How do we evolve?
How can new structures of power and production take their space?
What does this do to us, and how do people in different contexts behave differently?
The myth could be transformation. How do we evolve. How can new structures of
power and production take their space. What does this do to us, and how do
people in different contexts behave differently?
Cyberpunk is a nice given, too, I think, because its popularity rises, proportionally to its realness.
It fits very well to the criminal outcast topic, the technology factor, the mega corps, the Commoner's DIY culture.
It provides very nice aesthetics, too, especially for the urban part and the contingency of corporeality.
Cyberpunk is a nice given, too, I think, because its popularity rises,
proportionally to its realness. It fits very well to the criminal outcast
topic, the technology factor, the mega corps, the Commoner's DIY culture. It
provides very nice aesthetics, too, especially for the urban part and the
contingency of corporeality.
Mushrooms are one of the most used organic ingredients since the big Climate Crisis.
Mushrooms & Algae are the only ingredients left for food, often used for fabric, mattresses, and other organic products.
Some mushrooms have exceeded their earlier limits of growth a lot, when so much dead organic material lay around for them to exploit.
Since then some very big exemplars are standing around in nature.
Mushrooms and Algae could be one day the foundation of a new, directed evolution, which could ensure a new biodiversity.
Mushrooms are one of the most used organic ingredients since the big Climate
Crisis. Mushrooms & Algae are the only ingredients left for food, often used
for fabric, mattresses, and other organic products. Some mushrooms have
exceeded their earlier limits of growth a lot, when so much dead organic
material lay around for them to exploit. Since then some very big exemplars
are standing around in nature. Mushrooms and Algae could be one day the
foundation of a new, directed evolution, which could ensure a new biodiversity.
Feudalism would be a nice driver for clothing and style.
Also the hierarchies, the boundaries, the communities have some feudal implications (especially the rurals).
Habermas talks about refeudalization in context of education chances - which are inherited more and more.
Intellectual Wageslaves (Downtown Jobs) earn more than Factory Wageslaves, and they earn more than Punks.
Feudalism would be a nice driver for clothing and style. Also the hierarchies,
the boundaries, the communities have some feudal implications (especially the
rurals). Habermas talks about refeudalization in context of education chances
- which are inherited more and more. Intellectual Wageslaves (Downtown Jobs)
earn more than Factory Wageslaves, and they earn more than Punks.
Parcellation of Souvereignty - different Polices in different quarters?
The world is separated in several areas.
@ -401,13 +419,14 @@ It would be nice if people were required to travel a lot between them.
#### Downtown
Skyscrapers have bridges between them. They look a bit like strongholds maybe? Arrow slit windows?
At the top are the penthouses, where the Execs reside. Each Exec owns a Skyscraper.
Offices for non-industrial jobs are in the Skyscrapers:
IT, journalism, marketing, censors, everything which is just sitting in front of a screen. Also Doctors and Nurses.
Skyscrapers have bridges between them. They look a bit like strongholds maybe?
Arrow slit windows. At the top are the penthouses, where the Execs reside.
Each Exec owns a Skyscraper. Offices for non-industrial jobs are in the
Skyscrapers: IT, journalism, marketing, censors, everything which is just
sitting in front of a screen. Also Doctors and Nurses.
For buying rare items, you have to go to Downtown's shopping centers.
Security is tight, many people are here. Aesthetics resemble churches.
For buying rare items, you have to go to Downtown's shopping centers. Security
is tight, many people are here. Aesthetics resemble churches.
Living Costs:
* A coffin hotel costs 100€ a night.
@ -427,11 +446,11 @@ Living Costs:
The factories in the Slums are all abandoned.
The slums are mostly for dwelling, containers-4-rent make up most of the buildings.
Stores supply the inhabitants, night clubs provide fun.
The slums are mostly for dwelling, containers-4-rent make up most of the
buildings. Stores supply the inhabitants, night clubs provide fun.
There is not as much police here, so it's easier to squat here than in other areas.
(Except the players want to camp in the Slums ofc)
There is not as much police here, so it's easier to squat here than in other
areas. (Except the players want to camp in the Slums ofc)
Living Costs:
* A container-4-rent costs 2000€ a month.
@ -441,7 +460,8 @@ Living Costs:
Prevalence of using Mushrooms as food, building, and clothing material.
The people are living in small huts, a mixture of them being quite old, some built off trash, some off mushrooms.
The people are living in small huts, a mixture of them being quite old, some
built off trash, some off mushrooms.
Each village has a bus station, but not much more. Someone sells food.
@ -452,7 +472,8 @@ Living Costs:
### Feudalism
Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that much sense to render feudal society to the game, though.
Feudalist aesthetics could be used to enrich cyberpunk, It doesn't make that
much sense to render feudal society to the game, though.
Clothing
* Hierarchy shows itself in Clothing
@ -465,41 +486,43 @@ Clothing
### Mushrooms and the Climate Catastrophe
The bees died out, something with pesticides killed most of the surviving plants.
Soy deliveries died out, animals couldn't be fed anymore.
Hunting lived up for a short time, until wildlife was pretty much extinct.
The sea collapsed from trash, but several Algae species could be saved.
Algae are cultivated in artificial tanks.
Mushrooms are dwelling on the dead organic matter everywhere, and on dead algae.
The bees died out, something with pesticides killed most of the surviving
plants. Soy deliveries died out, animals couldn't be fed anymore. Hunting
lived up for a short time, until wildlife was pretty much extinct. The sea
collapsed from trash, but several Algae species could be saved. Algae are
cultivated in artificial tanks. Mushrooms are dwelling on the dead organic
matter everywhere, and on dead algae.
Mushrooms and Algae are next to steel and plastic the mostly used ingredients for everything.
Animals are largely extinct, the last species live off mankind's trash and can not be domesticated.
Mushrooms and Algae are next to steel and plastic the mostly used ingredients
for everything. Animals are largely extinct, the last species live off
mankind's trash and can not be domesticated.
Some people believe that our sins are responsible for the Climate Catastrophe and turn to god.
Some people believe that our sins are responsible for the Climate Catastrophe
and turn to god.
There are several kinds of mushrooms, some are very stable, some formable (for fabric), some tasty.
Buildings are built by putting spores to a foundation, adding nutrition - and waiting.
More kinds of mushrooms can be cultivated.
There are several kinds of mushrooms, some are very stable, some formable (for
fabric), some tasty. Buildings are built by putting spores to a foundation,
adding nutrition - and waiting. More kinds of mushrooms can be cultivated.
All in all there is no lack of "industrial" resources, but rather of organic resources.
All in all there is no lack of "industrial" resources, but rather of organic
resources.
### Characters
#### Media Speaker
Announces changes to the public.
Generally is defending the status quo.
Announces changes to the public. Generally is defending the status quo.
#### Punk Band
Sings Songs against the Police which sell quite well.
Expensive to employ, but enhances every demonstration/party.
Sings Songs against the Police which sell quite well. Expensive to employ, but
enhances every demonstration/party.
#### Preacher
Makes humanity responsible for Climate Crisis - punishment by god.
Promotes that we need to turn to god - hard work can resolve our sins.
Many uneducated are following him.
Makes humanity responsible for Climate Crisis - punishment by god. Promotes
that we need to turn to god - hard work can resolve our sins. Many uneducated
are following him.
## NPCs
@ -547,9 +570,9 @@ These depend on where your life modules lie and with which people they coincide.
### Why do I play?
There is not a real goal in the game, not a real motivation yet.
Is the fate of the character and their society interesting enough?
depends on the inscenation maybe.
There is not a real goal in the game, not a real motivation yet. Is the fate
of the character and their society interesting enough. depends on the
inscenation maybe.
If Transformation of Capitalism is the goal - how can
1. the single player have influence on this goal?
@ -560,7 +583,8 @@ Motivation arises from
2. the goal
3. or the way of reaching it.
Everything else is related to this: subsystems of the game, roles, classes, minigames.
Everything else is related to this: subsystems of the game, roles, classes,
minigames.
### Ideas