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Robert Bohl
– Admin
6:33 pm – September 15, 2009
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01:06:30 long & 63.8 MB big
In this episode, Robert Bohl (designer of Misspent Youth) and Joshua A. C. Newman (designer of shock: social science fiction), discuss possible structures for a session of play, talk about how to structure technological and interpersonal relationships, and talk a bit about how mechanics might work. Lots of meaty game design here.
Joshua’s and Rob’s homeworks
- Listener feedback: Paul Beakley, Nathan Wilson, Simon C, Doc Holaday
- The book Starfish by Peter Watts
- Discussion of how many players the game should service
- Initialization, a word to be used a lot in the game
- Drop initialization phase created NPC?
- Primetime Adventures
- Spotlight characters, scene order, and whether scenes are about players or characters
- Are there too many scenes? Can you run out of interesting stuff before you run out of time?
- The roles that PCs play in spotlight characters’ scenes when they’re not spotlight
- The Wire
- Introducing new NPCs and new tech, tying Currents to them
- Talking about the tech web
- Separate relationship maps on each character sheet to reflect different visions of relationships
- What am mechanics?
- Joshua = power, Rob = meaningfulness
- Joshua promises a diagram
- Mind control!
- Personality Anchors, and we argue over it
- Richard K. Morgan’s Takeshi Kovacs novels
- Rob keeps talking about “spotlight scene” when he means “spotlight episode”
- Anchors and immunity
- Vincent Baker’s thread where he’s asking for critique on Apocalypse World
- What to call the co-GMs?
- Homework: write up what a scene might feel like, which we’re probably going to do on the forum
- No listener homework
Rob’s during-the-show notes
You can subscribe to the show by plugging the RSS feed URL into your preferred podcatcher. You can also use the one-click iTunes button thingie:

The intro music is “Gotta Whizz” by Boris the Sprinkler, from the album Mega Anal. The outgoing music is I Wish I Was a Boy by Angry Red Planet, provided by Podshow’s Podsafe Music Network.
Read original blog post
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lumpley – Member
10:01 am – September 16, 2009
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Post edited 2:31 pm – September 16, 2009 by lumpley
The sound keeps cutting out on me! Is that a prob with my internet, or the recording?
<b>edit</b> Answer: a prob with my internet. Fixxord.
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joshua
– Admin
12:19 pm – September 16, 2009
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Hooray for me not doing anything!
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Robert Bohl
– Admin
12:08 pm – September 17, 2009
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Post edited 4:09 pm – September 17, 2009 by Robert Bohl Post edited 4:09 pm – September 17, 2009 by Robert Bohl Post edited 4:11 pm – September 17, 2009 by Robert Bohl
I was talking to Vincent (Baker, for the record) at the game last night about Oo! and he said he had some concerns. I'm going to try to summarize what he said and talk about what I think about it, but I'm hoping he'll come here and elaborate for himself.
First, he said he's very concerned about what the characters are going to do and he doesn't want to answer any other questions until he knows that. I agree that this is very worrying. He had a suggestion which I don't want to take but it seems eminently reasonable and smart. In a word, Transhumanauts.
I really liked the idea of this being a game about normal people who we see transformed by the enormity of change. I don't want it to be an adventure game. Or if it is, I want the adventure shit to be something that shows other stuff rather than being what it's about. But the more I think about it, protagonists in most transhumanist fiction are adventurey types.
So yes, perhaps all of these characters can be people who for some reason are leaning into transhumanism. They want to explore the outer limits of transhumanism.
The other thing he said—and this is something I had the sense that he wasn't settled on because he didn't know what the characters did yet—was that he didn't think that everyone had to undergo the crucible thing where you find out One True Thing (two, actually) about your character. He said that he didn't know if it was a good thing to bake in that arc for everybody, because it's also an interesting story if one character never changes his identity signifiers, and if someone else finds out several true things about herself.
I'm not as conflicted on this. I don't really agree with this, but I am open to considering it as one of several options. I actually think this idea of finding out what's really true about a given person is exciting and interesting.
Anyway, hopefully Vincent will come speak for himself.
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lumpley – Member
12:38 pm – September 17, 2009
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Post edited 4:39 pm – September 17, 2009 by lumpley
edit: Your wish is my crossposting.
What do the characters do?
Rob tells me that Dollhouse is transhumanist fiction. In Dollhouse, some of the characters take on fantasy personalities to fulfill others' sexual- and otherwise fantasies; some broker and control those transactions; and some investigate and pursue the lot.
Notice how beautifully those things imply, but needn't exply, issues and conflicts? All of the questions about identity and humanity arise naturally. So do conflicts of interest, as soon as you start saying things like “fulfill others' fantasies” and “broker and control.”
So I'm a transhumanaut in your game – what do I do?
(Ha ha! Transhumanaut.)
I hope for something as straightforward and loaded as what I just said for Dollhouse. “In Transhumanauts, you play a criminology team who uses forensic memetics to solve – and prevent – murders,” like.
Or, ha ha! This seems cool to me: “in Transhumanauts, the streets are war. Technology has made every billboard into a sniper's nest, every shopfront into a minefield. You play EMTs, trauma surgeons and organ donors of the soul, caring for the victims of ad blitz, drive-by meming, and hype addiction. 'Jesus. This guy took the new McFuckald's ad right in the hypothal. Is Pheng on call for a crash conscience transfusion?'”
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joshua
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12:45 pm – September 17, 2009
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I'm disappointed that you passed up the opportunity to say FkDonald's.
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lumpley – Member
12:53 pm – September 17, 2009
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Robert Bohl
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1:24 pm – September 17, 2009
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Baked-in situation is interesting. I hadn't thought of it. I had had the idea of “here is your transhumanist fiction creation toolkit.”
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doc
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9:20 pm – September 18, 2009
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Post edited 4:37 am – September 19, 2009 by doc
hile this was an interesting listen, I really only dredged up two thoughts in response.
1. I thought the one real step forward was the idea that each player either managed their own version of the social network and/or got to monkey with other player's character sheets in that regard.
2. The rest of the discussion seemed to wander a bit for me into tangential areas. For example, a garbage eating animal has broad implications but I honestly don't think of it as transhumanist because it doesn't (directly) relate to artificially evolving/altering/redefining humanity. Some of the other issues you raised as well seemed like beating around the h+ bush.
I'm not criticising. In fact, I think I have decided to stop any kind of second guessing since what you are recording is process. Too much critique is really inappropriate. I think it should only be aimed at things you “declare” as “this is the way it will be.” The rest is speculation and attunement. I figure there is a subtext between you two that you know what you are talking about and how it relates to h+ even when I don't.
And, if this doesn't make any sense, then my defense is that I am two BIG scotches into Friday evening.
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doc
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12:35 am – September 19, 2009
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LEFTOVER HOMEWORK (from last week).
I just thought of another novel (or rather pair of novels) that is definitely trans-humanist. It didn't occur to me earlier because the books were written by Tanith Lee, who traditionally does fantasy, and they were written in the 1970's. The books I'm referring to are Don't Bite the Sun (1976), Drinking Saphire Wine (1977), later gathered together in one volume under the title Biting the Sun.
Here is a short description from Amazon.com
The far future has brought freedom not only from material want but also from rules, responsibilities, and risk. You can change bodies and genders like clothes, make love with whomever you want, live forever, and kill yourself as often as you like. You can have everything, except a meaningful life. Then one day a restless soul discovers an act so shocking and terrifying that human society has forgotten its existence. –Cynthia Ward
So, what I remember about this book.
1. People are living in a utopia. Abundance has saturated the society with leisure time.
2. People “play” around with bodies. They will be one thing for a while, then they will go trade their body in for another one. As the blurb above says, they swap genders, ethnicity, sexual orientation, etc. (Though the changes are sometimes purely superficial and don't really change the person underneath, only the way they interface with others … which is perhaps much the same thing anyway, but I'm not trying to debate philosophy here). I can't remember, but it seems like they might get “psychic surgery” too and change their personalities. I don't recall.
3. Often this trading of bodies takes the form of the person committing suicide, and one gets the sense that this is an underlying mass psychosis of the society. An overall malaise infects people and they sort of “run down”.
4. The main character [PLOT SPOILER], as I recall, decides to let herself grow old … she no longer feels like swapping bodies. She also withdraws from society and lives as a hermit in the desert. I guess you might say she decides to “sit out” the singularity.
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Simon C – Member
10:56 pm – September 19, 2009
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I only just finished the 'cast today.
I think the question about “one immutable thing” or “two immutable things” is a really interesting one. I'm with Joshua in being extremely skeptical.
Here's an implementation I think would be cool: Through play, something changes about the character, and it makes you realise “hey, I'm not playing the same person anymore. This character is done.”
Here's an implementation I think would suck: In play, you realise something about your character is immutable, so you write it down, and it's taken off the table – it's never going to change.
The second implementation seems to directly contradict what the game is about, in my mind. The game is about questioning what makes a human being, and the mechanic answers that question directly, mechanistically, and unambiguously.
I'm also with Vincent on wanting some baked-in situation for the game, or at the very least some way of inventing that in play (a bit like you do in Shock). As soon as you take it to that level, the game becomes hot to me.
I'm also still worried about these “threads in Transhumanism” things. I don't care about that stuff, and I think play that tries to revolve around those things is going to be all abstract and cerebral and sucky.
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doc
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1:15 am – September 20, 2009
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Simon C said:
…
I'm also still worried about these “threads in Transhumanism” things. I don't care about that stuff, and I think play that tries to revolve around those things is going to be all abstract and cerebral and sucky.
Oh yeah. I was definitely thinking this too (for the last two episodes), if by “threads” Simon is referring to the different factions of transhumanism you are pulling off of Wikipedia, e.g. Libertarian Transhumanism. Just hearing the names make my attention gray out a little. They aren't all that meaningful. It might help just to rephrase them as motive or statements of personal idealism, like “h+ will make me free” or “h+ will save us from pollution.” That's probably a sucky suggestion, but I guess I would like to see them tied into character hopes/wants/desires somehow. Otherwise, yes, they seem all “abstract and cerebral and sucky.”
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joshua
– Admin
11:28 am – September 20, 2009
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Here's the thing: you're seeing this from the inside out. There's no way I'm going to require a player to decide on an abstract political philosophy. That's dumb. We have to figure out the core of those impulses if we're going to use the currents, not just slap a name on.
We already discussed this. What's going on is that you're hearing us talk about what we're talking about. We're a long way from working out presentation.
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Robert Bohl
– Admin
3:29 pm – September 20, 2009
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I dunno, Joshua, I see their point. I'm not sure yet if I agree but I'm getting it. (Maybe that just means I was closer to doing what they were afraid of than you were.)
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Simon C – Member
5:17 pm – September 20, 2009
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Joshua,
I see what you mean. I get that you're not going to be all like “each character must sign up to one of these philosophies”, and I'm happy with that.
I guess I'm more talking about this “what does your character care about” thing.
I think this is tied to a wider concern I have about how caring about stuff is construed in RPGs. Some games get you to write down on your character sheet something your character cares about, or another character or something. Sometimes that's cool, but oftentimes you really quickly discover that as a player you don't care about that stuff at all, and then it's one of those “lame duck” attributes hanging off your character sheet, like you were talking about. It's just drag.
Caring about stuff is a really mercurial thing. It's hard to predict what you'll care about as a player, and what your character will end up caring about. I guess what I'm saying is that I'd like there to be scope for this stuff to be discovered in play, rather than nailed down at character creation.
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lumpley – Member
8:01 pm – September 20, 2009
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Rob (and J), if you don't bake in a setting and setup, you're nevertheless going to have to come up with one. You need one, rock-solid, to be the touchstone for your design work. Or more than one! You can't really hope to make rules for creating good, gripping starting situations without conceiving of at least one such yourselves.
So create one to work with, at least, even if you don't intend to bake in into the game.
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joshua
– Admin
11:59 am – September 21, 2009
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Simon, if I recall correctly, we were discussing the Currents in directions for making NPCs, not protagonists. And remember that character creation in this game isn't a separate phase of play. You're not storing resources for battle. You're building a character as they develop.
Vincent and Rob, for the purposes of recording this thought, which we've discussed privately: I think that, in the interests of making the game simple (to compensate for the challenges of our format), I think we'll probably make a very specific game with a very specific kind of situation. Rob, what do you think about that?
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Robert Bohl
– Admin
12:24 pm – September 21, 2009
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I think it's a good idea but it completely blows my mind. I think it would be vital, though. I mean, it's another way to make it distinct from shock: (and Misspent Youth for that matter).
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Simon C – Member
3:31 pm – September 21, 2009
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Post edited 7:32 pm – September 21, 2009 by Simon C
Joshua,
Makes sense to me.
So that's cool, but I'll be watching you! If you don't make the game exactly how I want it, boy will there be trouble!
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joshua
– Admin
4:09 pm – September 21, 2009
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That's big talk for a guy 15,000 kilometers away!
it's another way to make it distinct from shock: (and Misspent Youth for that matter).
I'm confident that, the more specific your situation, the more specific the rules can be, and therefore support specifically what you're doing. Shock: is for doing science fiction where the fate of your society is in the balance and you want to see what it costs (or just what you'd pay) to keep the parts you care about. It kinda sucks on a personal level — the level where Prime Time Adventures and Dogs in the Vineyard succeed.
We can do a different thing here. We can come up with specific interests that stem from the Transhumanist philosophical interests and point them at each other. We can figure out who's going to drive whom into what irreconcilable situation.
I think it'll be way easier, too. In this project, we will clearly benefit from simplicity and clarity. What we learn from it, we can develop into larger projects, if there's something worth keeping that's applicable in some interesting way. You and I both want game rules to be construction blocks, where all the creative endeavor is done by the players, coming up with setting, protagonists, antagonists, and situation, but we can still do all those things and leave a lot of handles to control the machine, and it will be a lot of fun. Remember how much fun The Upgrade is? There's flexibility in all the right places, and we're given all sorts of material up front. We're even told what our relationships are with the other characters.
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