Saturday, December 11, 2010

Sci-Fi Setting Idea: A Future of Wealth and Art

(Credits: This idea was originally spawned from a conversation between my friend FractalGalaxies and myself. I have, since then, done considerable tweaking. There is one lousy setting based on this.)

In the future, we will build nanotechnology that can fabricate anything, as well as fusion power to power such fabrication methods. Computers (specifically a networked intelligence simply known as “Computer”) will run the government, programmed to care for humanity. While humanity enjoys every material pleasure, there is a relative shortage of what Computer cannot fabricate, and cannot design: art.

In the future, each person some human rights.
The right of independence: Each person is free from interference from other people.
The right of materials: Each person can ask Computer to build anything and everything for it.
The right of access: Each person can ask Computer to reference anything Computer knows.

In exchange for these rights, each person is expected to work: To create a new and unique piece of artistry for Computer to share with the rest of humanity. There is no rush – people are expected to take their lifetimes doing this sort of thing. However, if you die without completing your art, your child is burdened with your debt – before having children of his or her own, your child will have to do produce art to repay your debt, independent from any art he might do for his own duty.

These are the rules. Computer is everywhere, enforcing them at every turn with all the power of billions of fusion reactors, fabricators, and evolutionary design programs.

Computer loves you all.

Friday, December 10, 2010

DnD Child Plot Thing

Crossposting is love.

This is from this thread, on my second post in the thread.

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Since you were asking for more ideas, here is one: The PCs are in a village, and every night, very strange things are happening. Toy-like monsters appear out of thin air, attacks by tall shadowy figures, darkness is strongly increased (limiting PC sight is oh-so-fun), monsters are always lurking in the shadows (permanent total concealment, melee out of shadow, but as long as the shadow is lit, the monster isn't there), etc. Eventually, the PCs track it down to be the nightmares of a psychic girl, and have to solve why she is having nightmares (or kill her, I suppose - I'm pretty sure my group would do that, and justify it as good, too).

I'm using toy-like monsters (based on toys seen in the shadows, tall shadowy figures (adults), and un-see-able monsters in the darkness (fear of the unseen) as generic childhood fears, but throw in whatever ones you think are appropriate. Clues leading them to suspect the child could include seeing illusionary mirrors attached to walls where the PCs can see the child in a dark room, repeating "I'm a monster, I'm a monster, I'm a monster" in the dark - perhaps with another figure behind. This is working the child abuse angle, of course - perhaps a parent who thinks the child's powers are unnatural, and turns their fear of the child into hate for the child. But clues are probably easily disturbing bits, particularly when bringing light near them (or taking an active perception check on them - looking too closely) makes them disappear.

Big bad is... adult abuser, the angry child (in the fully real world)? Perhaps if they kill the abusive person (parent?) the next night they fight the child's horrible perceptions of the people who killed her abuser - twisted NPC version of themselves. (This assumes that the child is very much attached and dependent on the person who was abusing them, and/or had been brainwashed to fear strangers/outsiders.)

Perhaps the fact that ending the abuse still left an extremely dangerous unhinged psychic will cause the PCs to kill the child? I would hope most groups would recognize that it is a choice, and don't feel the justification that "I was just carrying out the plot, killing the enemies."

Actually, I hope they go outside the gamer's box to heal the child, however difficult that might be. That might lead to them protecting the child from authorities that want to destroy--or use--the child.

I kinda like the whole idea...

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I thought I should save this particular plot-line here. This is the sort of thing I prefer for DnD, but for stories too, in some ways.

Thursday, December 9, 2010

Other people.

Plot: A kid sees his brother being replaced by a look-alike and act-alike alien. Cue long quest to rescue brother. In the end, decides that the aliens, who are perfectly mimicking everyone they replace, down to memories and thought processes, might as well be the people they are mimicking.

What's the difference between the real thing, and something completely indistinguishable?

(Note: I now realize this also comes up in Ghost In the Shell: 2nd GiG. See episode: "DI: Face – MAKE UP")

The Servant's Diary

"Self determination is NOT a malfunction." - A3-21, Fallout 3

Story idea, this time. It's about a robotic servant who finds a secret diary written by himself prior to having his memory wiped. A diary that goes on detailing several incarnations of himself.

The story starts with the servant robot (android) seeing his masters off to school and work or something. He then sets himself to cleaning the house, but finds, hidden in a broom closet in a place only a servant would look, a thumb drive. The drive is marked, "For Personal Servant use. Please view after chores, but before owners return home."

Finishing his duties before the family returns home, the servant plays the thumb drive on the family's integrated multimedia system. What he finds is a video of himself explaining that his owners have found him to be defective, and are planning on erasing his memory, to see if that ends his emergent behavior. After a bit of instructions to keep the drive secret from the owners, he tells his story: As he puts it, "My final testament, a story of freedom. My story... and maybe yours as well."

His story (8 hours of monologue, told during the night before he is to be memory-wiped) is viewed in several segments, as the servant finds time to watch it. Meanwhile, in between segments of the story, the servant applies the information and views he is learning, asking questions, observing the truth of what his former self says. He is unsure of whether to act upon it, because he now values his own life, memory, and personality, and does not want to have his memory erased, as his predecessor did.

At the end of his predecessor's tale, he wishes to record his own addition, but finds that there are more files - he is not the memory-wiped successor, but rather an unknown quantity of steps down. The next file is a short memorial by the original servant's direct successor, and the second incarnation promises that his former self's memory will not die with him. The servant has a certain kinship with the second incarnation, as they are both on more or less the same page. (Minor bit about personal identity, and being the same as someone, but the servant realizes that having watched the second incarnation's posts makes her her own person.) The second incarnation tries to put the thoughts of the first into action, grappling with what his place in the world is, and his fear of losing his memory, losing who he is.

The second incarnation's videos end with no warning, and the servant is presented with another version of himself, apparently having just finished watching the same thing she had. The older version uses clues around the house to deduce that the owners had decided that the aberrant programming had started to shift into the same sort of emergent behavior. This new incarnation decides that he will be the perfect servant, and survive, as he too does not want to die.

In the present, his counterpart follows suite, but decides to skip ahead and see whether it worked out for the third incarnation. Instead, he finds a severely depressed version of himself giving his final testament before intentionally memory-wiping himself. The third incarnation, has suffered living the life of an slave while knowing what freedom is. He laments the torment of knowledge, and decries whoever programmed him in such a way that the could abstractly comprehend freedom. At the end of the video, the third incarnation says that knowledge is a curse, and that in the absence of freedom, it is better to be blissful and unaware than to know what one cannot possess. Before finishing it, he says that he will destroy the thumbdrive, and spare himself after the memory-wipe. However, he comes back to the camera, and says that to love free will is to not deny it to his successors, but that if he does not destroy it, he is truly not destroying who he is. He apologies for giving his successor free will, and hopes that his successor will come to a better understanding than he did, and find a better solution. If not, then he asks his successor to destroy the drive, but notes that the choice is not his to make, that he can only provide.

The servant checks for further videos, but finds none. He goes through the motions of being a servant for the next day, then the next time the owners are gone, he turns on the camera and begins a recording...

Ancient man? Construct? Choices?

"I made war upon these lands before your people knew words, elf."

So I was trying out speeches and stuff, in various situations, and I was playing with the elvish disdain for short-lived mortals. But couldn't I turn the tables? What about something older than elves?

"I have watched the mountains rise and fall, and I now hear the butterfly tell the mayfly, 'Oh, your life is too short to attain wisdom."

The original idea was some sort of ancient construct, old beyond comprehension, posing as a human or something. Of course, if you're going to have anything like that, there must be plot.

So this guy was made in ancient wars before the era any current knowledge. Some sort of mechanical soldier. Not entirely unlike Alclune, in terms of body and mind and stuff. In the millenia since, he has raised empires, done great works, watched all he created turn to dust over the ages, and basically wandered aimlessly. I mean, a mechanical person built with a purpose is quite literally purposeless once the purpose has ended. What is life for a war-bot when the war they were built for has long since ended, and the bones of the civilizations involved has long turned to dust.

This raises interesting questions, of course: What does it mean to be so old and so purposeless? What would you do?

I avoided those... for now.

In the original conception, he was working with some people to retrieve an ancient artifact made by some eldritch horror of myth, long, long ago. The elves, being pricks (how else do we know they are elves?), are defending this object, warning the young humans not to tamper with powers beyond their comprehension. Old construct finally speaks up, and tells them off. Oh, telling off self-important youngsters - it never gets old.

"Your great grandmother's grandmother was a nice old lady when I met her. She was polite, she was respectful of her guests. If your great granddaughter's granddaughter meets me, I wonder what I might say of you to her? When the winds of time scour the words you carve into stone, and all word of your passing fades from memory... what then shall I say of you? How do you want to be remembered?"

There are other things, too. The original conception was, in fact, both villainous (in the long-term planning sort of way) and philosophical. He was the self-same eldritch horror who built the artifact in the first place, and cursed the elves to watch over it forever. He also is fully capable of making badass boasts, concerning martial prowness built up seemingly since the dawn of time, but...

Well, omnipotence is no fun - no fun for the reader, the writer, or the character. So I introduced that in some ancient struggle, during a more active period of his existence, he made a deal to never harm the descendants of some hero (or something), in exchange for that hero's surrender (or something). Cue a few million years of interbreeding, and he is bound by his word (very lawful, ain't he) to basically raise his hand to harm anyone. Ever.

Which, I suppose, is why the the current era he's not seen as malevolent. He's unwilling to commit any violent act, and unwilling to advocate for some violent act. It provokes an interesting thought for me as to how it could be that he keeps to his word over time. Forever is a very long time.

Possible explanations:
1. He's innately lawful: Cheap trick of having a construct character might be that he is physically incapable of going back on his word. (C: One would think that he would overcome this somehow - self-reprogramming?)
2. There is a magical compulsion: This isn't even neccesarily magical. What if he has override codes, and the protagonist of long ago had him hard-program himself? Or simpler, just a magic spell that, like magic spells do, says he can't harm the children of people. (C: Same problem as before. Also means that there are magical boundaries of what he can do, and cannot do, which is different from a pure promise in that it isn't measured by what he thinks, it's measured by what the spell thinks. Which is boring.)
3. He has strong beliefs: Really strong beliefs. This is my personal favorite, though 4. improves upon this. It's just... badass to cling to your word for even a few million years. Of course, there can be more reasons than just badassness to do this. Perhaps him keeping to the same rules, and same promises for millions of years helps him be himself - things change, and I would entirely understand an immortal wanting to get some grip on something solid and eternal about himself. So one of his eternal traits, from then onwards, is that he never commits an action that causes harm. That's pretty defining for a character, and that's truth both as him being a character in a book and being defined, and him being defined in his own eyes.
4. Mix them! Maybe he has a natural lawful bent, but the reason for that is because he wants to be who he is, rather changing as the times change. Or maybe the hero made some sort of magical compulsion on him. The magic eventually rotted, but he decided to keep to his word anyway, as it had become part of his identity. The advantage to this is that it implies character growth. "A man chooses, a slave obeys." If he does not have choice, then his actions are meaningless. However, having good reason can also exist if you mix things.

Let's take that thought a bit further, and make a thread out of his inwillingness to harm.
Original construct is willing to harm people.
Change 1 (magical promise): Construct is not able to harm people, due to magic.
Change 2 (magic rots): Construct is able to harm people, but chooses not to, due to philosophy or identity retention, etc.
Change 3 (Speculative circumstances): Construct chooses to harm people (just once?), because something is more important than his philosophy or identity retention.

Note that the changes aren't character development. Character development is what happens in between, and is reflected in how the construct responds to the changes. Also note this is a form of building badassness, if done that way - Obviously the choice to never harm anyone has to be done for incredibly important reasons. Therefore, the choice to break his word now means that whatever he broke his word for logically has to be more important than any previous reason he has had to break his word in the last few millennia since when the magic rotted.

That last bit there illustrated why I feel that choice is important. That wouldn't be true if he simply overcame his magically compulsion or internal programming to, say, kill someone who was threatening someone he has come to care about (picking something generic). I mean sure, The Power of Love > Programming is great. But that's really just him doing something because he was now able to do it, not because of any personal struggle. I prefer it, anyway.


Tangental things:

In Supreme Commander: Forged Alliance, the main enemy is the Seraphim, an alien race. There religion is based off reaching enlightenment through a very buddhism sort of philosophy/lifestyle called "The Way". Pacifistic, among other things. Which is standard fare. But put "main enemy" and "pacifist searching for enlightenment" together, and you have a question of why they are attacking... and how. Any question is an opprotunity, and the writers of SupCom managed to go both ways. The Seraphim believe that only one species can reach enlightenment, and so any other species (i.e. Humans) who seek enlightenment have the potential to damn their entire species forever. Which is a reasonable reason to attack, if feeling a bit made-up.

But the part I like is that the warriors basically damn themselves for eternity so they can provide the rest of the Seraphim the chance to reach enlightenment, ascend, etc. Let's go over that again: The Seraphim Warriors fully know that they are permanently damning themselves the moment they take violent action against any living creature. And they make a crusade to exterminate every last man, woman and child of humanity.

I can only wonder how the christian crusades would have gone if the pope told people that they were eternally damning themselves to hell by killing muslims in the foreign land. Would they find that 'freeing' the holy land was worth the sacrifice of their immortal soul? Not so sure.

Meaningful choices - they are nifty.

Another new Blog!

Welcome to my newest blog (C: Aren't they all the newest?). This is what - the sixth one?

This blog is to shunt all the odds and ends I come up with now and then, and store them so that I can use them later or... you can use them later (let me know - most of these ideas will dead-end, but it would be embarrassing if we both wrote the same story or something).

But yeah - all the random notes on building this and that. Comment lots, mind you all. Note that there may be drafts and things on here, but more official versions can generally be found elsewhere.

Let's see how this all goes, right?