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Everything posted by Tempus
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The stars in the cosmere are strange. We know it is a dwarf galaxy, yet there are many stars. The stars as viewed from Elantris make Aons, but that may be purely cultural. More research must be done.
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Measuring the Chronology of the Cosmere by Technology
Tempus replied to Tempus's topic in Cosmere Discussion
No, no WoB. However, he was very upfront and explicit about Scadrians, and hasn't mentioned anything of the sort about other humans. -
No magic, no shardpool. Could be hard to get there, and hard to get off there for a native. Unless there is a non shard dependent way...
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I wouldn't mind a list of all the posts I've upvoted as well. I tend to upvote posts with good theories or more information, it would be a neat list to read over. Also interesting might be to see a tally of all the upvotes I've given out - it would be interesting to see your upvotes given to upvotes received ratio, and compare it to that of others. You could see who gives out as many upvotes as they get, who gives more than they get, and who tends to ignore the rep system.
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There are many GMs waiting for opportunities at this point, Metacog, so it seems unlikely I will be running another one soon. If ever there should be a Quick Fix game with no GM however, consider me the fallback scenario.
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I'm not convinced that moving parts would not be possible. Cognitive transformation is more concerned about the whole of an object. Projectile launching weapons would be impossible (or at least useless) since we view them in different cognitive parts: Bow and Arrow, Gun and Bullet... the spren could only transform into one of these, and that is rather useless. Bomb should work, but I don't know how the spren would feel about blowing themselves up. I'll support intrinsic movement only though - if you had Syl transform into a turtle, she could move. If you had her transform into a rock, she couldn't. Well, unless she rolled.
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We have a WoB on that. and...
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Upvotes for everyone!
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I can confirm that 2749-2750 is indeed the exact boundary between Most Ancient and Knights Radiant. Twinborn has gotten up to 1215 as well.
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From what we've seen of soulcasting, forging, and other cognitive transformations, there are a few things that may or may not be true. • The transformations affect a cognitive entity as a whole. A person views themselves as a whole, and a table views itself as a whole. You wouldn't be able to transform a shardblade to be piercing a person because you would also need to transform the person as well - two different wholes. • You don't seem to be able to impart energy to a cognitively transformed object. Cognitive transformations don't seem to give things like kinetic energy, instant heat, or other forms of energy. Those can occur as a result of the transformation though, like Jasnah's transformation of smoke, which resulted in a violent decompression from pressure inequalities. • Anything invested is harder to transform. People are invested, all people. Anyone with magic is more invested, and anyone actively using magic is super duper more invested. Even objects and animals are a little invested - clues suggest that the more complex a thing is, the more invested it is, especially with regards to life. • To transform something into something cognitively, you have to understand it fairly well (as demonstrated by Forging). So Kaladin couldn't transform Syl into a crossbow unless he knew how a crossbow worked (even if he couldn't build one by hand). Likewise, a guided shardmissile would probably require someone with knowledge of advanced ballistics, aerodynamics, and explosives.
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We know he was on Scadrial pre-Lord Ruler, as there is a word of Brandon involving Hoid with the Terris Worldbringer religion. It is presumed he got feruchemy at that point somehow, as he uses feruchemy to decide where to be (via another WoB). He also does have second heightening or higher. That said, Hemalurgy is indeed unlikely. He seems incapable of directly harming people (indirectly is fine, though), and he evidences no metal spikes (and he would need a lot to account for all his extra powers).
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Investiture has a lot of addictive properties. Vin and Spook are great examples. We've seen Kaladin want to hold stormlight just to hold it. Many people in Warbreakers show signs of the beginnings of Breath addiction. Especially with people like Lemex, who is well past beginning stages of addiction. The Hoed also show many heavy addict similar symptoms, the ones struck down immediately after the Reod. The unpublished Mythwalker (available publically on Brandon's site), also show powers with heavily addictive aspects to them. Power is a heady thing. =D
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Great comments. So, from the feedback I'm getting, many people like the lack of direct information and the narrative clues, but at the same time felt a little frustrated by the difficulty in retrieving this information, and the lack of having specific things to share with each other seems to have crippled communication a bit because the villagers did not see the incentive in communicating until too late. Many of you expressed favourable reception to the idea of mid game events, and the speed of the game was mentioned as well. So, possible adjustments to discuss: - Give out or allow players to choose specific powers. Rather than have the powers yield certain actions, the power could offer extraneous information to the narrative. This would give the players unique information that they would want to share, and want shared with them, without giving them extra game mechanics or actions to deal with. Example: A player gains the extra power of detective skill, and gets an extra bit of narrative to the murder scene where he discovers a small clue no one else noticed, such as a torn piece of fabric which could belong to players A, B or C. Example 2: A player has the ability to accurately judge the voting process, and gets to see the player votes as a list (like the second and third cycles) while others players are left with narrative only (like the first cycle). - Have an introduction period. The first cycle is always a bummer, especially if you're killed. If the first cycle has a special event, but no murder or no lynching, it would provide extra opportunities for information (or misinformation!), and extra time to get your feet wet before the killings start. - Mid-game events. In the current game, I had originally planned a midgame event to resurrect the first lynched player on day 3 (so they would feel less bad), but it was discarded to keep the first game simpler. That was the original narrative basis behind the 'send people out into the snow' mechanic, justified by the idea that 'these people aren't killers, and will choose the least violent way to lynch people'. I had also considered other events, triggered either semi-randomly or to balance things, for example... I had considered an event each to occur if the eliminators should get down to one member early (the event would cast false suspicion), and an event to occur if the eliminators should follow an ideal path (like they did in our game) to help reveal them. I had considered a midgame event to introduce a new mechanic or player ability mid-game. I had considered NOT including a seer player role, and instead revealing one hint per day for a random chosen player as part of the narrative for everyone to chew on, turning it a little further away from a game, and a little more towards a murder mystery RP. I should note, the quick fix games are still designed to be quick, and less RP heavy. The narration will never go behind about four or five paragraphs, to make the cycles easy to digest and respond to. As for new games, Rubix will be running a Quick Fix game on the 12th so signup for that should start soon - it was developed independently from this Quick Fix game, though it has similar rules, and it will probably not be incorporating any changes from the discussion in this game. The next Main game run by bartbug should begin shortly afterwards. As well, with the change of moderating staff, I will no longer be organizing the Quick Fix games, so those will be organized and setup by Metacognition, Gamma, and littlewilson. I'll still be around though, and I'll be pointing any further quick fix game masters to these notes so that they get a good basis for what worked and didn't work in the past, so feel free to post any ideas or comments on the above for posterity!
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Google Hangout w/ Brian McClellan & Brandon Sanderson
Tempus replied to Argent's topic in Events and Signings
It was called the Aztec Federation, Windy is correct there. However, the Mayans weren't South American - they were pretty much confined to the Yucatan Peninsula and surrounding environs. That's well up in Central America. The Aztec were even less South American - they were mostly central and lower Mexico. The other big one in the MesoAmerica region was the Olmecs, iirc. The South Americans were the various Andean civilizations, the most notable of which was the Incan Empire (which was formed of four really big Andean civs, if I recall). They occupied South America on the west side, from Columbia all the down to Chile. No big civs ever got around to the central or western parts of South America, which are now Brazil and Argentina. Well, not until post-columbian days. Edit: I really like Civilization, and have read all the Civilopedia entries for each game, if you're wondering >.> -
I saw that one. Steelheart Signing, Jordan Landing.
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Alright, apologies about the technical difficulties this morning, however they seemed to be resolved, so here goes. Post Mortem I've run a good dozen games of Werewolf with my friends in the past, and participated in many more. When designing the ruleset for these short games, I wanted to replicate the core aspects of those games I'd played. Many of the design decisions I made sprung from those experiences. My original choice was to give the players limited or exclusive information. In the game of Werewolf, a standard elimination game, you have three tools at your disposal. The first is asking for information. The second is offering information. The third is lying. By giving limited information, and display information with in-narrative lists involving deductive reasoning and reading comprehension instead of the more clear and obvious out of game descriptions (which I eventually resorted to), I created additional space for people to use these tools. However, in practice, no one seemed to use them. It took until the third day before people began to request information about other players, and began to reveal information about themselves (or lie about it). The dynamic developed much more slowly than I anticipated, and this is probably a combination of people being unfamiliar with the format, people being unwilling to take risks with limited information, and the fast pace of the game events. At one point, Nepene linked a post saying "We're basically voting at random, we have no choice but to lose". Of course, this was not true. There was no need to vote at random. There was a need for the Innocents to actively search for information about the other players - inactivity is most helpful to the Eliminators, in all cases. That's the core of the game. In a forum scenario, with the above factors, communication became more difficult. Luckat, the Priest, was dealt a bad hand. The first person they investigated was Joe, who was eliminated first day. As the only player who could act without significant risk, their role exists primarily to get things started - they are the numbers that you begin with in the Sudoku so to speak. However, it wasn't until day 3 that they were able to make a move without exposing themself to risk. One thing that did occur, was luckat very subtly informed everyone there were three Eliminators (by design or by accident, I do not know). As a result, everyone assumed this fact for the first 70 hours or so of gameplay. No one picked up on it being significant, however. For luckat and the Eliminators, they were NOT aware that the Innocents were unaware of their numbers until later. Questions: Were any players (other than the eliminators) in PM contact with each other in the first two days? Did any players attempt to question each other over PM? The game was setup so that players needed to interact very directly to win, but most players were hesitant or frustrated doing so. Would you as a player prefer more indirect interaction (abilities, information and notices mediated through the game master)? Would mid-game surprise events be a welcome addition to the game, or a detraction? Any other thoughts on the progression/format of the game?
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Google Hangout w/ Brian McClellan & Brandon Sanderson
Tempus replied to Argent's topic in Events and Signings
I came in halfway through the stream, so I missed a few things. There was a little tidbit that helped confirm my estimates for my cosmere chronology in a very vague way, which is neat. Gamma - what time is the Civ talk at? I missed it, and I'm a big Civ fan. Can't find it through skimming. -
Measuring the Chronology of the Cosmere by Technology
Tempus replied to Tempus's topic in Cosmere Discussion
In the recent Google Hangout with Sandy, he said he write mostly in Late Medieval / Renaissance periods, which is exactly where I've placed the majority of his books. -
Added the entirety of the Elantris/Emperor's Soul forum. Added a topic column, and put in some rough 'stars' to denote good theories. Feedback - nice to have the extra topic column, or too busy? Do you have any really good theories which deserve stars?
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I have a whole theory about that, actually. It would nice to have it confirmed.
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The Divine Breath that the Returned have are splinters.
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Spren are unique to Roshar, sadly.
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Found him! Mysteriously inactive, though - what's he planning?
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The Intention Behind the Shattering of Adonalsium
Tempus replied to MistLord's topic in Cosmere Discussion
It's unclear if 'putting Adonalsium together again' is the goal of anyone, and it doesn't seem to necessarily be possible. We have WoB that joining Ruin and Preservation together didn't make them one fixed shard, anymore than gluing the pieces of broken vase together will make it perfect.- 14 replies
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Cultists win if equal or greater. This is guaranteed by the rules, presuming that the cultists would kill an innocent each time. So the game effectively ends at that point.
