The Conceptual Mechanic
Jul 22, 2015 21:14:29 GMT -8
Post by King V on Jul 22, 2015 21:14:29 GMT -8
This is the mechanic I planned to use for Mr. Personality's season, just going to get it down here so it doesn't keep floating around in my head.
The general idea is that everything exists in conceptual/idea form instead of physically. There is a conversion process from conceptual to physical that also exists.
Conceptual Players
Players who are not physical, but rather that exist as concepts. Conceptual players cannot interact with the world normally. They cannot touch objects, write things on walls, etc. Instead, conceptual players have a physical/conceptual conversion ability. The ability to convert things from physical form to idea form. For example, in order to interact with a chair by sitting down on it, a player must first convert the chair into a conceptual chair. Since conceptual players cannot interact with physical things, they cannot be killed by normal means either. In order to murder a conceptual player, one must induce conceptual Death. This is very simple. For example, a player converts a Knife into conceptual form. They use the Conceptual Knife on the Conceptual Player's heart. This creates Conceptual Death and kills the player. The player then loses their concept/physical conversion ability and is turned into a physical corpse. Of course, this will bring me to my next point.
Conceptual Items
Items exist physically, but can also be converted into concepts. Items can only be moved if they are in conceptual form. There is no weight limit for items, but rather a Memory Limit. Items take up storage space in the player's idea storage banks, aka memory. When a player's memory is full, the item disappears from their memory. However, since the item is in idea form, it doesn't just reappear on the map. It floats around in the conceptual realm until it ends up in someone else's memory banks. Conceptual items can only be converted back into physical form with the proper facility. If every player's memory is completely full, items will permanently fade away. Since the item now exists in idea form, all information related to the item will be given to the player who converts it. What's written in a converted notebook, for example. This also allows players to read plot documents without having to interact with them physically.
Conceptual items can also be transformed into any one of its individual aspects. For example, say one has a conceptual knife. They can turn that item into its "sharp" aspect. The player then does not have a knife in their memory storage, but rather the idea of "sharp". This "sharp" can then be added to another item, a fan blade or envelope opener for example, and change the item's properties. These individual aspects can also be combined to create another item entirely. Trading conceptual items and aspects works the same way, 2 players must be in the same room to exchange conceptual items.
Conceptual Murders and Investigations
Murders will be committed in the conceptual realm, but the corpse and murder weapon will appear physically. These are the only exceptions to conceptual conversion. Since players cannot use their conversion abilities on other players and items in their memory storages, corpses cannot be converted. All items related to a murder must also be converted to physical form after the player is killed. However, these items can still be converted by other players, and, after investigation begins, even the culprit can re-convert them into conceptual form. Since converting items into conceptual form tells you all the information about the item, this is a powerful investigation tool. The exception is that items near the corpse cannot be converted. Also during investigation, one can freely search other players. However, searching will only tell the searcher what items are in that player's memory storage, it will not describe any details about the items. i.e. Player A may have a Knife, but Player B who is searching them won't know that it's a Bloody Knife, etc.
To compensate for the augmented investigation capacities, culprits can execute their murder plans almost instantly with the proper items they have on hand. Since players are concepts, they cannot fight one another. Knocking a player out is a valid option, but conceptual items cannot be removed from a player's memory. The only exception is after the player dies, the items in their memory are converted into physical form and placed in their corpse's inventory.
After Death
The afterlife version of this is much simpler. After a player dies as a concept, they are turned into physical form. Physical players are unable to kill or fight each other. However, they can interact with objects on the map, perform actions, and read plot documents. Physical players also cannot mess with conceptual players in any way (unless you want to pick up an item and run around with it just to spite them).
The general idea is that everything exists in conceptual/idea form instead of physically. There is a conversion process from conceptual to physical that also exists.
Conceptual Players
Players who are not physical, but rather that exist as concepts. Conceptual players cannot interact with the world normally. They cannot touch objects, write things on walls, etc. Instead, conceptual players have a physical/conceptual conversion ability. The ability to convert things from physical form to idea form. For example, in order to interact with a chair by sitting down on it, a player must first convert the chair into a conceptual chair. Since conceptual players cannot interact with physical things, they cannot be killed by normal means either. In order to murder a conceptual player, one must induce conceptual Death. This is very simple. For example, a player converts a Knife into conceptual form. They use the Conceptual Knife on the Conceptual Player's heart. This creates Conceptual Death and kills the player. The player then loses their concept/physical conversion ability and is turned into a physical corpse. Of course, this will bring me to my next point.
Conceptual Items
Items exist physically, but can also be converted into concepts. Items can only be moved if they are in conceptual form. There is no weight limit for items, but rather a Memory Limit. Items take up storage space in the player's idea storage banks, aka memory. When a player's memory is full, the item disappears from their memory. However, since the item is in idea form, it doesn't just reappear on the map. It floats around in the conceptual realm until it ends up in someone else's memory banks. Conceptual items can only be converted back into physical form with the proper facility. If every player's memory is completely full, items will permanently fade away. Since the item now exists in idea form, all information related to the item will be given to the player who converts it. What's written in a converted notebook, for example. This also allows players to read plot documents without having to interact with them physically.
Conceptual items can also be transformed into any one of its individual aspects. For example, say one has a conceptual knife. They can turn that item into its "sharp" aspect. The player then does not have a knife in their memory storage, but rather the idea of "sharp". This "sharp" can then be added to another item, a fan blade or envelope opener for example, and change the item's properties. These individual aspects can also be combined to create another item entirely. Trading conceptual items and aspects works the same way, 2 players must be in the same room to exchange conceptual items.
Conceptual Murders and Investigations
Murders will be committed in the conceptual realm, but the corpse and murder weapon will appear physically. These are the only exceptions to conceptual conversion. Since players cannot use their conversion abilities on other players and items in their memory storages, corpses cannot be converted. All items related to a murder must also be converted to physical form after the player is killed. However, these items can still be converted by other players, and, after investigation begins, even the culprit can re-convert them into conceptual form. Since converting items into conceptual form tells you all the information about the item, this is a powerful investigation tool. The exception is that items near the corpse cannot be converted. Also during investigation, one can freely search other players. However, searching will only tell the searcher what items are in that player's memory storage, it will not describe any details about the items. i.e. Player A may have a Knife, but Player B who is searching them won't know that it's a Bloody Knife, etc.
To compensate for the augmented investigation capacities, culprits can execute their murder plans almost instantly with the proper items they have on hand. Since players are concepts, they cannot fight one another. Knocking a player out is a valid option, but conceptual items cannot be removed from a player's memory. The only exception is after the player dies, the items in their memory are converted into physical form and placed in their corpse's inventory.
After Death
The afterlife version of this is much simpler. After a player dies as a concept, they are turned into physical form. Physical players are unable to kill or fight each other. However, they can interact with objects on the map, perform actions, and read plot documents. Physical players also cannot mess with conceptual players in any way (unless you want to pick up an item and run around with it just to spite them).