[Gatejammer] Finality: Brainstorming

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virgil
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Post by virgil »

What kind of legal situation do we want with Finality? Obviously there's going to be private police/insurance, but there's got to be an enforcing government of some kind.
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Post by fectin »

Varies heavily by district, I would think.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

City guards in a manner similar to police is a very modern invention, so the face of the law was largely in the form of bodyguards hired for and by individuals. Most towns and cities were closer to the Old West in law enforcement, with the occasional fire watch to tell people of public dangers. Finality begets more enforcement than this, due to its density and size, and would have the equivalent of medieval London's constables/watchmen empowered by the Courts of Finality. They're without the full power of detention that modern police have. Basing things off of London, their duties would include
  • Slay dangerous beasts
  • Quell riots
  • Seize counterfeit notes
  • Arrest suspected enemies of the state
  • Aid in extradition
  • Act as truant officer
  • Retrieve/transport wayward inmates of the asylum/prison/school
  • Acting militia
  • Seize dangerous weapons
  • Report major theft
  • Forcibly enlist assistance
  • Collect taxes
  • Request summons or warrant
In practice, life for an adventurer is like the Old West. Crime prevention is outside their jurisdiction, as are criminal arrests (especially after the fact).
The onus of guilt would be based off of witness testimony and the prosecution's compelling argument; the closest thing to forensics would be diviners's testimony seeming more genuine to people.
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Post by fectin »

So, "old west" is a bit of a loaded term. The actual, historical old west was basically a snoozefest, where everyone was largely well behaved (possibly because population density was incredibly low).

The old west of popular culture is obviously quite different, though there's a lot of variation there.

I think "old west" is probably a decent model, but you may want to go into some details of what that actually means.

Also, if you're looking at London police, look at call boxes. Just scatter them about: they're basically phone booths that you can lock someone in, and they have a few supplies (healing potion, one-shot widget of sending, etc.). It's a sensible thing for a police force to do.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

When I say it's based off London, I mean the London during the time of the Statute of Winchester, not so far advanced in modern law enforcement that there are time machines every couple blocks.

I do mean the more Hollywood Old West, where you have a tough sheriff whose enforcement is directed by public demand and permission, with restrictions unless they then bring him before judicial decree.
Last edited by virgil on Tue Jun 11, 2013 11:51 pm, edited 1 time in total.
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Post by fectin »

Well, the TARDIS was disguised as a call box because police call boxes were incredibly ubiquitous at one point. The TARDIS remains a call box, because it's actually a busted-up piece of junk, and the system that lets it change disguises is completely broken.

Long story short: regular call boxes. Basically tiny sheds with locks.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

fectin wrote:Long story short: regular call boxes. Basically tiny sheds with locks.
I am fully aware of that. I was trying to make a joke, because that's what players are going to call them if they're hanging around Finality.
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Post by fectin »

Gotcha. /me tired.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

Demographics
The racial demographics of Finalty is great, but we need level demographics too, especially for exploration beyond the city. This is of particular importance in sandbox games, allowing groups to make assumptions and recognize a high level NPC as the outlier they are.

Obviously there will be variations based on the world. Settings like Birthright have a fixed number of high level characters, and worlds without many high CR threats can't produce a high volume of high level characters. For Gatejammer, artificial restraints on leveling like Birthright are inappropriate for a Core World, and the void-wise realms are going to have a statistically greater density of dangerous entities.

The arguments of selfishness and the Wish Economy do well, but even they have their limits. In order to maintain something approximating the typical D&D society, there cannot be enough wizards to fabricate the guilds into oblivion. That kind of density makes society unstable & passively disrupts the economy. Powerful adventurers are too common if their ratio is on par with modern doctors. This actually makes the demographics posited in 2E's High Level Campaigns too high, because that makes level 9+ about 1:1000 (half the ratio of US Doctors). Ideally, with this restraint, it should a ratio closer to professional athletes (1:20,000+).

Going with a 1:20k ratio, a nation like Cormyr (3 million) will have about 196 characters of level 9 or higher. That gives us about 40 or so arcane casters capable of fabricate, and about half the rate of luminaries in After Sundown. Tell me if this is too high powered for the setting as a whole.

It'd be easiest to have PC classes as a whole be on par with modern doctors, a ratio of 1:350 for wargaming purposes; which means 98.25% of adventurers are level 8 or below. In regards to regional distribution, as a good rule of thumb, because of dueling egos and safety in numbers, the ratio of high level characters should be inversely proportional to the population density of a community; cities will statistically have fewer high level characters (per person) than isolated hamlets. This helps with player empowerment in their narrative (manticores are a threat no matter where they go).

This all goes out the window once you deal with Finality, where nearly hamatulas & erinyes are a sizable voting bloc. The above demographics would make humans with PC levels outnumbered by medusae or djinn. Using something like 2E's chart would actually work here, where over 25% of the humanoid population have PC levels, and there are 153 humans in the Wish Economy.
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Post by Username17 »

Level demographics in a D&D world is a weird U-shape. Very large cities have higher high-level densities, but so do wilderness areas. The very fact that there's a Great Wyrm White Dragon in Finnmark at all (and how could there not be?) means that the ratio of very high level characters to population is higher than 1:20k in the frozen taiga, because there aren't even twenty thousand people living there. The highest level Druids and Monks live in counties whose populations are measured in the hundreds.

Planar metropolises too have a much higher level to person ratio. Just the fact that you have a neighborhood with Gelugons as a major demogrpahic means that your level ratios are very high.

The places with the lowest level density are Hordelands (two hundred thousand Hobgoblin soldiers, and the highest level dude is a 6th level Samurai), followed by medium density agricultural areas (a million Halfling farmers, and the highest level dude is a 9th level Cleric).

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Post by virgil »

Then there are two methods of handling that kind of output. The first is to shape the chart to fit the U-shaped distribution you describe. The second is to widen the demographics to cover more than one country and then shuffle the leveled numbers accordingly (20% go wherever, 40% go into tiny countries, 40% go into largest populations).

The other idea is to have "level distribution" be a statistic you add to a country description, alongside the system of government and value of wheat.
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Post by Username17 »

Thinking about it more, I think that higher level demographics should be on a county by county level and totally independent of the total population in the region. The Thunder Mountains have a lot of Giants in them, and thus have a lot of creatures level 8-15. But they don't have a lot of people in total. The total population of the Thunder Mountains is probably measured in the dozens. On the other hand, the Swamp of the Wheel has its complement of Bog Mummies, Hags, and Slaad, so its number of creatures in the 9-16 range is probably about the same as that of the Thunder Mountains. But it also has twelve tribes of Lizardfolk and a nation of Bullywugs, so its total population is measured in the tens of thousands. And we see this sort of thing again with the Epic crap: Anka is a massive bird of ice that lives in a bitter and empty Antarctic wasteland free from all other creatures, while Chernabog has a mountain full of bullshit demons and minor undead that he plays around with at night.

Basically, I'm looking at three ranges. The 1-8 range, the 9-16 range, and the 17+ range. Those ranges probably each follow power laws reasonably closely. But having a lot of creatures in one of those ranges says pretty much nothing about what is in the other ranges. Call it the "normal" population, the "powerful" population, and the "epic" population. Then those can be pretty much just numbers.

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Post by fectin »

That's mostly a good idea. But the first thing I would do with a book which listed regions that way is flip through to find an area with no high-level opposition, then make plans to conquer it.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Endovior »

Perhaps. But... if there's no high-level characters in an area, there is a reason, and it's no doubt related to a lack of things high-level characters want. If you are a ninth-level anything, you can totally own any random peasant village you happen to desire, because it is within your power to depopulate the village. On the other hand, you probably don't want to do that, since the villagers are mostly running on the Turnip economy, and seriously have nothing you care about. Same thing for an epic character; a nation, however prosperous, that runs exclusively on the gold economy and has a general lack of magic sites and powerful creatures, doesn't really have much to offer you. You could conquer them anyways, if you happen to want their baubles, but by that point, you're in the same position as the midlevel guy conquering a village for their turnips.
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Post by fectin »

I actually do want to be surrounded by turnip farmers, especially ones that I can fantastic leap forward enough that they all like me.
It gives me a built in powerbase, and it's easy enough to power them up, especially from inside the wish economy.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by deaddmwalking »

Of course if you power them up sufficiently, they become tempting targets for others on the wish economy. It's ultimately an unwise investment to develop the turnip farmers beyond their natural ability to defend themselves - you're better off just ensuring that they're protected by a henchman or your followers.
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Post by virgil »

Tier & Power Distribution
The power level range of a population can be roughly grouped in five tiers; Turnip (4 and below), Gold (5 to 8), Gem (9 to 12), Wish (13 to 16), Epic (17+). It is both a matter of power level and economy, where the power of the higher tier dominates the life and culture of the lower tier, but the respective tiers are not tied together in population. Places such as the Bloodstone Vale barely have enough humanoids to charter a ghost town, yet it is the home of ten score trolls. Conversely, the Tallfellow Province is home to four hundred thousand halflings and the most powerful person is one 6th level knight.

At sufficient size, the demographics of a tier in a geographic region largely follows a certain distribution of power. For a higher tier, increase the CR numbers by 1 per tier above.
  • CR 1 - 65%
    CR 2 - 20%
    CR 3 - 10%
    CR 4 - 5%
Population Scale
Within a region, the political structure & social contract is formed by one's peers, and is heavily influenced by the number of peers. Please note, the social contract fundamentally changes in the presence of those in a higher tier, and is shaped by whatever forces direct them rather than their comparative equals.
Cult Scale: This is the range where any social interaction is on the scale of a family reunion or the glee club.
  • Hermit - The zone is devoid of social hierarchy. There's either none who fit on the scale, or at best a lone hermit.
  • Family - At most a dozen, more likely a handful. Usually in a state of unstable equilibrium, the peace is usually kept by powerful tradition or an elder.
  • Congregation- Several dozen, there're enough characters to sustain drama on the level of a soap opera.
Town Scale: This range has sufficient numbers to form not only a culture, but subcultures. This is also the point where power distribution takes hold for the tier.
  • Secondary School - What it implies in terms of size (several hundred), supporting the kind of politics you see in a high school.
  • Quaint - Low thousands, this is roughly the minimum viable point where the species/culture can maintain long-term viability without higher tier protection.
  • Colony - Roughly ten thousand, the beginnings of an administrative governing body forms. This is the point where a lesser family can persist unknown by another in such numbers.
City Scale: Nations, dynasties, and other such political entities vie for influence. The density is such that the geographic region is more defined by the population and social structure than its physical features.
Metropolis Scale: Numbering in the millions, the geography has been completely tamed to fit the needs of the population to sustain such density. A jewel on whatever world it stands upon, its political and economic power can shape a plurality of nations. The usual separation of tiers in the population is difficult to maintain, and
Last edited by virgil on Tue Jun 25, 2013 9:11 pm, edited 2 times in total.
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Post by virgil »

I have no freakin' clue how you would show this in an aesthetic way. This is a rough idea of the kind of information it would cover.

Island Behind Death
Turnip: Human & ogre congregation (about 60 humans and 6 ogres)
Gold: None
Gem: Quaint Town worth of spirit nagas, spread across in various nests throughout the multitude of dark temples from the prior inhabitants.
Wish+: None
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Post by fectin »

"Quaint town" doesn't work well as a quantifier.

Maybe just use dots like it was a storyteller system, and translate those dots to town sizes in the description? Something like:
* Hermit
** Family
*** Congregation
**** Secondary School

etc. That way you skip asking people to memorize the terms, and it roughly corresponds to the magnitude of the number.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

Scales of Mammon

"Risk comes from not knowing what you're doing."
He/She Said: "It is good business to solve problems for a client. As a corollary, creating problems for a client creates business."
In Their Own Words wrote:Laws. There are laws of society, of the gods, and the worlds themselves even in the depths of the Void. Rules govern everything we know. Every action we take is both bounded and constrained by them. Within those limits, you can do anything. Pit your judgement against what the less informed call vagaries of chance, and those who understand the rules best will come out ahead. Truly those who understand the Laws are wise, and possessing such virtue permits even more valuable judgement, and others will wish to invest in such.
The Scales of Mammon are derisively known as the faction of lawyers and bankers. Their platform is that the rules do more than punish and restrict, but to empower and create economic opportunity that wouldn't otherwise exist in anarchy. These ideas are readily sold through their success stories and the lifestyles from those that benefited from the system. This draws in many inclined toward grand ventures and an eye for the "letter of the law." As a result, more than a few low-ranking fiends, mercane, & doppelgangers claim membership. Those with a lot to lose are largely too risk-adverse to fit in, so there are few of those who prefer to hoard their wealth, or those who have successfully lived a long time.

The biggest name in the faction is Murrush, the great wyrm black dragon who founded the First Bank of Finality, whose establishment created what is believed to be the greatest dragon hoard in a dozen worlds. As nit-picking attention-to-detail of obscure legal precedence is one of their founding principles, they also command the Hall of Records with an army of greybeards and hopeful lawyers.

While the Guardians of Order operate insurance to protect an investment, the Scales are venture capitalists that fund the investments that need to be protected, if not directly exploit the business opportunity. The Scales of Mammon have their fingers in tomb-expeditions, mercenary contracts, financial speculation, and much more.
Last edited by virgil on Tue Oct 01, 2013 7:43 am, edited 4 times in total.
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Post by fectin »

I buy that.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by virgil »

Moving this back to the top of the forum list, because constructive design/discussion is why I came to this board.
As fectin points out, I need to use something closer to a numerical rank for the population levels rather than "quaint town" or whatever. In addition, the fact an area can be thick with ogres and not humans means the arbitrary 4-level increments for power distribution doesn't work. As places like Finality are supposed to be metropolitan, it should be easier to give an explicit species distribution; and implicitly enforce a power/level distribution within that population. For population purposes, members of a race four levels higher (or more) are a separate species to be noted. Yes, this means...
  • Emerald Coppice
    Humans 3
    Nymphs 3
    Dryads 4
    Ents 4
    Master (levels 9 to 12) Druids 4
    Master non-Druids 3
Including something akin to the economy tier remains a good idea for influencing the outright economy. This can have rough cut-off points of CR/level into separate economic tiers of Turnip-Gold-Wish or whatever; so the Emerald Coppice will function at Scale 4 Wish Economy, Scale 5 Gold. Creatures that have substandard wealth won't count as much to the economy, such as unicorns only really contributing to the turnip economy.
Last edited by virgil on Fri Jul 05, 2013 2:21 pm, edited 1 time in total.
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Post by virgil »

As Frank pointed out earlier, a nativist faction fills several niches that I think will be a net positive for gaming in Finality; a firmly antagonistic faction by virtue of being inherently against the PCs and not so villainous it strains WSoD that it could ever hold real political clout.

We need to decide what part of the city they would control/influence, which would also provide us with the public service the faction provides. Obviously the membership will call upon maug, fiends, orcs, and goblins.
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Post by sabs »

What about the Taxation and Package Delivery Service? They deliver packages, and collect residence fees. The residence fees, mostly go towards paying for the lavish parties of the City Council. There is a City Council right? Where all the various factions can tell each other off while telling each other how fabulous they are? (I imagine it working a bit like the UN Council.. only less effective ;-) )
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Post by fectin »

Really strong xenophobic tendencies mostly come from low-skill labor (i.e. folks who actually could find their jobs going away). That dovetails nicely with elite jingoism, so maybe Finality has an exceptionally large and lucrative industrial sector dedicated to arming the blood war?
That could give you basically Nazis, but with enough obvious self-interest that they won't turn into a cartoon. It also lets them have significant internal tensions based on labor relations.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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