<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] A Metaphysics System --> <!--X-From-R13: f001tzhNabin.jevtug.rqh --> <!--X-Date: Fri, 22 May 1998 10:02:30 -0700 --> <!--X-Message-Id: Pine.PMDF.3.95.980522125344.545357228A-100000#nova,wright.edu --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] A Metaphysics System</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:s001gmu#nova,wright.edu"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00796.html">Previous</a> | <a href="msg00798.html">Next</a> ] Thread: [ <a href="msg00798.html">Previous</a> | <a href="msg00833.html">Next</a> ] Index: [ <A HREF="author.html#00797">Author</A> | <A HREF="#00797">Date</A> | <A HREF="thread.html#00797">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] A Metaphysics System</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] A Metaphysics System</LI> <LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI> <LI><em>Date</em>: Fri, 22 May 1998 13:01:50 -0400 (EDT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> In previous discussions I'd alluded to our game's metaphysics system, and even promised to post them. So, to that end, here they are. :) This is intended to be a summary of all sentient beings' current understanding of the universe. Most people in the game would be unaware of large parts, if not most of, this 'big picture'. Parts of it are left purposefully obscure, and parts of it are explained as "that's just the way it is" (usually because we couldn't find a better way to explain it). ------------ 1) The 'stuff of the universe' exists in 3 primary states: high energy (spirit), moderate energy (physical), and low energy (void). It's actually an analog system, with each state defining a narrow range of energy where 99+% of all the 'stuff' is found. 2) Stuff is attracted to stuff of the same state. 3) Stuff is repelled by stuff at other states. The greater the difference in energy levels, the less likely you are to find the two co-existing. As a result of 2 & 3, stuff forms into what is conventionally called universes or realms. Spirit stuff generally remains confined to the spirit realm, physical mater generally remains in the physical universe, and void generally remains in the void. 4) Direct links between the realms are possible and do exist in nature. 4a) Stars are direct links between the spirit realm and the physical universe. 4b) Black holes are links from the physical universe to the void. 4c) There are no known direct links between void and spirit. As a result of 3, direct links between the universes of the states are unstable at best. 5) Stuff tends to travel from high to low energy. 6) It is possible to locally raise the energy of some stuff, but only at the cost of lowering a proportionate amount of higher energy stuff elsewhere. When higher energy stuff is in the presence of lower energy stuff, the lower energy stuff accelerates the decay of the higher energy stuff, and the higher energy stuff 'warms up' the lower energy stuff to some extent. 7) Spirit stuff is what causes changes in the specific form of physical stuff. (IE: application of a certain amount of spirit stuff, in a certain manner, will convert a lump of lead to a lump of gold, or more mundanely, convert vegetable matter to stuff your body can use to build muscle, etc). 8) Life is derived from spirit stuff. Plants capture and store it, which herbivores and omnivores acquire by eating said plants, etc. 9) Sentience is derived from spirit stuff. All* sentient beings are dual beings, with a form in both the spirit universe and the physical universe. All* sentient beings have and maintain a small link between the two. * The only known exception to this is the vampire, which will be discussed more thoroughly below. 10) The energy associated with sentience is much higher energy than that stored by plants, etc. As a result of 3, 9, & 10, sentience is a very fleeting, unstable thing. Every day life doesn't tamper with the link much, but any substantial tampering will cause the spirit stuff to retract from the physical world, killing the physical body of the person. Death in the physical realm is always the result of this retraction of the being's associated spirit stuff. Vampires, again, are slightly different, and being killed by a vampire can be a little different, but the rule holds in general. SPIRIT: It is easy to incorrectly infer from Rule 9 that only dual beings are sentient. Spirit stuff has a very high energy and is constantly changing its form. When this effect is brought into the physical realm, which is characterized by fairly static, only slowly changing forms of matter, it is called life. By definition, then, the spirit realm _is_ life. Sentience is simply life characterized by the presence of some spirit stuff at a certain, fairly high level of energy. As such, there are myriad examples of localized accumulations of such high-energy spirit stuff, confined to the spirit realm, with no link to a physical body. In other words, there are sentient, spirit-only beings, commonly called gods, angels, demons, fairies, spirits, or any number of other things. There is little or no proof of any form of spirit stuff with higher energy than that associated with sentience, but if there is, one can only wonder at what properties it would posses, and what it might confer upon a physical being if brought into contact with it. Spirit beings have been known to manifest into the physical universe, but primarily remain in the spirit realm. (Most likely they accomplish the manifestation by condensing part of themselves into physical matter, and establishing a temporary link, though even they can't say exactly how they do it.) It is known that sentient, dual beings, upon physical death, can become very powerful, spirit-only beings. For as long as sentient, dual beings have been aware of these spirit beings, they have participated in the folly of worshiping them as higher beings. Despite the obvious oddity of worshiping something anyone is capable of becoming, there are perks to such behavior. Because sentience, and therefore thought, is made of spirit matter, it is very easy for some spirit beings to pick up on the thoughts and emotions of us dual beings. Most of them simply ignore or pay little heed to such things, but occasionally one will find the thoughts, particularly the ones surrounding worshiping its ilk, appealing. When this happens, the spirit being becomes what is conventionally called a god. It is able to gain power from its worshipers, dedicating their thoughts to it in the form of prayers, and in turn, can channel part of its power through its worshiper's links, performing 'miracles'. These gods often also provide some amount of protection to their follower's links, maintaining them and helping them survive as long as possible (most of these gods have found that us dual beings usually like to get something for what we give). Worshipers of these gods, particularly the ones that ask for 'divine intervention', tend to call themselves clerics. MAGIC: Magic is the conscious application of spirit stuff to alter the form of part of the physical realm. The nature of the link between the physical universe and the spirit universe allows a being to pull some spirit stuff into the physical world and 'condense' it into physical matter, or apply it to some existing matter and alter the matter's form by raising it's energy level. A sentient being's link, as nature creates it, is very flexible, and can be used to alter physical matter forms freely. It is possible to alter the nature of the link. Magicians can mold part, or all, of their link to a specific purpose. IE: by binding part of their link to dealing with changing or creating matter in the form of heat or fire, the magician gains the ability to pull more spirit matter through that part of the link. However, the magician looses some flexibility in what forms that spirit matter can take in the physical realm. What form the molding can take is purely a psychological thing, with humans tending towards a 4-element system: earth, air, fire, & water. Other species view things differently. It is also possible to channel spirit stuff through someone else's link, in essence overloading their system with a power surge. The amount of spirit stuff one can force through someone else's link depends on the size of the link, if it has been molded, etc. The major limit on pure magic is that it is not possible to lower the energy level of matter. Raising the energy level is all that can be accomplished (see rule 6). VOID: Void is the lowest state of energy of the stuff of the universe. Matter eventually decays into void, just as spirit stuff decays into mater. Void has some interesting properties. Void tends to have a considerably lower level of energy than physical matter, a much larger gap than between the energy levels of spirit and matter. When physical matter is brought into contact with void, the matter is decayed very rapidly into void, with little noticeable increase in the void's energy (as per rule 6). It's quite fortunate that the links between the universes are unstable, and tend to be few and far between. It is possible for a sentient being to sacrifice part of their link to the spirit realm and establish a link to the void. When a link to the void is established a proportional amount of the link to the spirit universe is tied up in feeding the void. IE: if a mage dedicates 10% of their link to the void, they only have 90% of their original link to the spirit realm, but 10% of that is tied up in 'feeding' the void, so they only have 80% of their original link to the spirit realm available for use. The upshot of establishing such a link is that the mage can then 'draw' on the void for power. In essence they can pull some void into the physical realm, creating a very unstable condition, and then use their remaining available spirit link to guide the manner in which nature re-establishes a stable state. This allows for a great deal of raw power, but the larger the link to the void, the less control the mage will have over the end result. Mages who dedicate up to 49% of their link to void are called Necromancers, or death mages, as they 'constructively destroy' to accomplish their major works. Most mages do sacrifice part of their link this way, to gain the ability to lower energy levels, as well as raise them. Most mages tend to limit the sacrifice to a small percent, so as not to fall too far behind. The term 'necromancer' is usualy used in reference to those who have sacrificed larger percentages (25%-49%), though technically any mage capable of calling on the void is a necromancer. It is also possible to establish a link that is larger than 49% of the size of the mage's spirit link. Doing so requires that the mage acquire spirit energy to 'feed' the void from another source. The void is consuming more than what's left of their spirit link can supply, so unless they want to die a quick death, they must find other living sources to extract spirit energy from. Mages who give up 50%-99% of their link to the void are called Lich. They are only capable of magic when they can find some outside source of spirit energy. It is believed Lich have managed to find ways to store spirit energy in previously non-living containers, adding life to them, but scant evidence has been found as Lich tend to be very touchy about giving up their secrets. Finally, it is possible to completely sever a link to the spirit realm, and dedicate it totally to void. Creatures who choose this path are called Vampires, as they must extract spirit energy from living beings to continue to survive. When a vampire feeds, it usually taps into the victim's blood stream and ingests the blood, which is known to be the means by which the body transports spirit energy to its various parts. Once ingested the blood is drained of its spirit energy, which goes to the vampire's system, and is eventually drained away by the void. This draining of the blood is quite traumatic to the spirit link of the victim, usually causing it to snap back instantly. Very powerful vampires, however, manage to stabilize the link and drain from it directly, for a while. Eventually, even this is too much stress on the link, and it withdraws. How long the vampire can hold the link is dependent on the size of the link, the power of the spirit portion of the victim, and the power of the vampire. The more powerful the spirit portion, the larger the difference in energy between it and void, the more unstable the link is. Vampires do not, technically, use magic, as spirit matter is not what is brought in to the physical realm. Vampires are capable of molding their link to the void, as mages are capable of molding their link to the spirit realm. This allows for some control over the void that vampires summon, but not very much. Vampires are capable of pulling vast amounts of void into the physical realm, and are a force to be reckoned with. Vampires suffer when under direct sunlight, because the energy level of the light is too high and starts to raise their body's energy level. This widens the gap between the energy level of their body and the void link, causing the void link to become more unstable. Wooden stakes through the heart, crosses, garlic, and holy water have little to no effect, unless somehow vested with higher energy spirit matter. Vampires are inherently more vulnerable to magic that summons spirit energy and applies it to change the form of physical matter, as this has the same effect as direct sunlight, destabilizing the link. Vampires are also inherently immune to magic that attacks through a spirit link, attempting to overload their system. They have no spirit link. ------------ We were originally planning on using this system to justify an afterlife, but on further discussion and design we realized it would probably split the game too much. It's hard enough to stay focused on just one goal whilst designing a game. I personally haven't abandonded the idea of a game with an afterlife based on the above metaphysics, but I think it is best left for further developement at a later date. As for how we plan to implement a lot of this, well, that's still very much up in the air. We'd like a system that allows us to set out a lot of the basic rules, and has a lot of the stuff described in the latter paragraphs be emergant behaviors. Or at least appear that way. I don't think we can call it emergant if the underlying system was designed such that (at least) those behaviors manifest. -Greg </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00833" HREF="msg00833.html">[MUD-Dev] Tutorial for Multi-User Environments</A></strong> <ul compact><li><em>From:</em> Niklas Elmqvist <d97elm#dtek,chalmers.se></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00796.html">[MUD-Dev] Re: Combat in the Abandoned Realms</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00798.html">[MUD-Dev] META: New list features</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00798.html">[MUD-Dev] META: New list features</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00833.html">[MUD-Dev] Tutorial for Multi-User Environments</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00797"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00797"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: UO's rep system, was: CGDC</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00852" HREF="msg00852.html">[MUD-Dev] Re: UO's rep system, was: CGDC</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 29 May 1998, 23:56 GMT </LI> </ul> </LI> <LI><strong><A NAME="00820" HREF="msg00820.html">[MUD-Dev] mudschools</A></strong>, Robert Woods <a href="mailto:rwoods#nebula,honors.unr.edu">rwoods#nebula,honors.unr.edu</a>, Mon 25 May 1998, 02:56 GMT <LI><strong><A NAME="00807" HREF="msg00807.html">[MUD-Dev] Re: OT: Java multithreading test source</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sat 23 May 1998, 20:33 GMT <LI><strong><A NAME="00798" HREF="msg00798.html">[MUD-Dev] META: New list features</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 22 May 1998, 22:40 GMT <LI><strong><A NAME="00797" HREF="msg00797.html">[MUD-Dev] A Metaphysics System</A></strong>, s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Fri 22 May 1998, 17:02 GMT <UL> <LI><strong><A NAME="00833" HREF="msg00833.html">[MUD-Dev] Tutorial for Multi-User Environments</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 26 May 1998, 10:50 GMT <UL> <LI><strong><A NAME="00834" HREF="msg00834.html">[MUD-Dev] Re: Tutorial for Multi-User Environments</A></strong>, Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 26 May 1998, 12:34 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00796" HREF="msg00796.html">[MUD-Dev] Re: Combat in the Abandoned Realms</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Fri 22 May 1998, 07:53 GMT <LI><strong><A NAME="00760" HREF="msg00760.html">[MUD-Dev] Sex in Games -- ya gotta, um, yeah</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 21 May 1998, 17:49 GMT </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>