October, 2008

End of the Week, End of the World 10-31-08

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The Earth is in the midst of it's sixth mass extinction period: 50% of all species dying out.

"The current extinction event is due to human activity, paving the planet, creating pollution, many of the things that we are doing today,"

Go humans. Rah team.

obEP: Researchers send hired scavengers down to a dangerous ruined Earth to retrieve genetic samples of lost Terran plant or animal life.

Catalyst Comms

If you've ever wondered how we do things internally at Catalyst, Adam has a post covering how we handle internal communications as a virtual office on the Shadowrun blog.

I would also add that we use some internal forums and wikis for our freelancers, allowing them to discuss things as a group and share information.

Five for the Future 10-30-08

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These and other links can be found at http://delicious.com/infomorph

Tobias Wolter Bio

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Real Name:
Tobias Wolter
Firewall Codename: Concrete
Eclipse Phase Background Equivalency: Scum Barge Vagabond
Previous Experience: Several Shadowrun titles in both English and German

About Me: A long time Shadowrun enthusiast, I started freelancing about six years ago, and haven’t gotten that bug out of my system yet. In real life, you could call me a wageslave/indentured hypercorp drone focusing on Logistics and Supply Chain management (global, not interplanetary—yet).

Transhuman Interests: While the technological aspects are essential to transhumanism, I find myself more intrigued by the question of how do (trans)humans retain their "humanity?" In the face of a technology curve spun out of control, triggering massive (and potentially devastating) changes on political, social, economic and environmental levels, how would our image and definition of "humanity" change?

Contribution to Eclipse Phase: I did the write ups on the various factions as part of the main setting section.

Favorite thing about Eclipse Phase: As a late addition to this project, I was immediately intrigued by the setting’s fascinating blend of futuristic political and economic models, their diversity reflected in the many factions and their often conflicting agendas. The strong undercurrent of the evolution of politics and society in general, aside from advanced technology, beam weapons, cortical stacks, and alien lifeforms are what set Eclipse Phase apart from any other sci-fi games I’ve ever encountered.

Ruined Earth artwork


Here's a piece from Bruno Werneck, illustrating a scene from a ruined Earth. This was originally done black & white and then colorized after we made the switch to full color. Clickie clickie for a bigger size.


Why Percentile?

There's a new thread about Eclipse Phase over at rpg.net. Some questions were raised about Eclipse Phase's percentile system, and I thought it'd be good to repeat/summarize my responses over here.

As we've noted elsewhere, Eclipse Phase uses a d100 roll-under mechanic, with some tweaks from traditional percentile systems. To some folks, this may seem an odd choice, and the trend is for new games to have their unique systems, to stand apart from others.

Our intent with Eclipse Phase, though, was to go for "complex setting, simple mechanics." So we opted to go with a d100 system since such mechanics are fast and easy, it's not difficult to gauge odds when the gamemaster needs to fudge numbers, most gamers know the system already, and it's super easy to each. There's a lot of heavy concepts and advanced technology in the setting that can be overwhelming to people unfamiliar with the genre, and we wanted players to be able to focus on that and not sweat the rules.

For people who prefer other systems, d100 is also very easy to convert. This is also one of the reasons we're releasing Eclipse Phase under a Creative Commons license -- to encourage people to post conversions to other systems if they choose.

Now, though we play Eclipse Phase up as being a simple system, that shouldn't be mistaken for saying it's a system that doesn't cover all of the aspects of the game. The core book is still 2/3 rules text. So it's simple in the sense that the core mechanics are easy to grasp, the same mechanics are used throughout the game, and we made efforts to keep things less complex when possible. We also ditched some rules that are common in other RPGs but to my mind are pointless bureaucracy, like gear weights and encumbrance rules. That said, it's a comprehensive system, and includes rules for everything from switching bodies to nanofabrication to rep systems to psychosurgery to hacking to mental stress. Combat is easy to grasp, but the rules also account for a wide range of factors, from sweeping fire with beam weapons to tactical networks to gravity effects on range.

While we've used Unknown Armies as an example comparable system a few times, Eclipse Phase does have some key differences from UA and gets a bit more complex. For example, we have a Margin of Success/Failure mechanic on some tests, but this is usually broken down as an Excellent Success (MoS 30+) or Severe Failure (MoF 30+). We went with this because actually doing the math to see what the MoS is on a test is kind of annoying, but it's much easier to eyeball whether you got a MoS (or MoF) that is 30 or more. So when you get an Excellent Success in combat for example, you do extra damage, reflecting the fact that you got a nice, solid hit.

There are *some* things that we leave open to GM interpretation, but these are usually things that are better handled with roleplaying or GM decision anyway, such as when exactly a fork diverges enough to become an NPC, or certain psychosurgery effects, or how long it takes to travel from Mars to Saturn, etc.

Overall, I think we did a good job of tailoring the rules to fit the game and providing a system that is fast, easy, and consistent. It may not be the system for everyone -- so if down the line you make a conversion to another game system, we'd love to see it. We plan on providing links to such material through our Resources page. 

Mundane Singularities


Next Big Future has an interesting writeup on ways that we could achieve a technological singularity that don't involve artificial intelligence or molecular nanotech.

End of the Week, End of the World 10-24-08

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It's been a while since we've ended our week on an apocalyptic note, so here are some thoughts on why we're all in trouble. My favorite line:
Accepting the threat of superintelligence involves 1) understanding that human intelligence is finite, understandable, and ultimately engineerable, just like the body (surprise!), and 2) humans are [...] actually close to the dumbest that a species can be and establish a civilization.

Interesting Conferences

If you happen to live in California, there are two upcoming events that may be of interest:

* The Singularity Summit is this weekend, Oct. 25, in San Jose. It will cover topics like artificial intelligence, robotics, and nanotech.



* Convergence08 is taking place November 15-16 at the Computer History Museum in Silicon Valley. There are presentations on a number of interesting transhuman concepts plus debates on artificial intelligence, longevity, and synthetic biology.



Five for the Future 10-22-08

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These and more links can be found at http:/delicious.com/infomorph