Saturday, 8 December 2018

imaginary worlds, imaginary numbers

these are cerebral and inchoate thoughts mostly related to my thesis that are going here because they have theoretical implications about how and why we run games the way we do, and the implications thereof. It is unlikely to be of interest to any other than me and is only going here as a record of notes.

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the trend towards new paperback editions of staples like lieber, moorcock, et al are to include maps even when the original editions had none. in the case of works like elric, where concepts of geography, spatiality, temporality are deliberately confused, this seems laughable at best. an  obsession with "naming, counting, listing" theory, but delany's appendix in return to neveryon, an over-running katafictional story throughout many of his works, is the "modular calculus". the osr returns to the megadungeon, or approaches fictive spaces that don't conform to the approach of reified post-enlightenment fantasy worlds (the megadungeon as psychological space, as we see in Courtney Campbell's work, or Logan Knight's Corpathium to name one example), but the underlying structure of the game is based on algebriac logic: sequential turns, 10' spaces, 6 mile hexes (A1, B2) depleting rations, dice rolls. Naming, counting, listing. Perhaps the approach of od&d: to provide stats, a numerical rationalist grounding in the world, and then devalue those in favour of the conversation exploring the fictive approach, is meant to provide the destabilising effect of coming into these altered, non-rational spaces.

How to mathematically represent a Tanelorn or Viriconium or Neveryon? Perhaps it's the roguelike or the procedural. No Man's Sky produces an infinity of spaces that all share the same essential characteristics.

But what would running a game based on the logic of calculus look like? If we were to represent imaginary worlds with imaginary numbers.

2 comments:

  1. "How to mathematically represent a Tanelorn or Viriconium or Neveryon?"

    Well, let's take the calculus idea. Integration is defining a function, (often) an ongoing curve, through the area underneath the curve. The territory being explored, as you cut more and more finely, lets you understand the nature of the phenomenon as a whole.

    What is this but understanding the world through an increasingly robust encounter chart? :P The type and nature of encounters lets you construct the world that they require around them.

    I'm not quite sure what the equivalent of a derivative might be -- perhaps generating something like a yearly event table from the setting pitch? Taking the broad conception and quantizing that into a format that lets you chart how the conception will develop in the future.

    I suspect that these responses are reading the question too narrowly, but I present them nonetheless.

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