Sunday 27 November 2022

Settings and Locations as Entities with Problems.

Matrix Spiel, and Matrix Spiel Solo, takes some of the things that are normally passive background elements of a game and makes them active entities. This can be anything from the weather, a specific location building, or the entire setting itself. Here is an example, using some mid journey art I had kicking around as a prompt. 

In Matrix Spiel, and Matrix Spiel Solo an entity attempts an action to solve its problems. To start a game you need at least one entity with one problem. From there, the act of that entity attempting to solve its problems will create new entities and new problems  these new entities and problems will then generate their own entities and problems, so on and so forth (a process I sometimes refer to as "fractal automation")! 

For an example I will start with a setting entity, then conduct a couple of actions to see what other entities I get. You can use any resolution system you want with Matrix Spiel (and Solo) to determine whether an action is successful or not. 

  • A successful action creates at least one new entity with at least one problem, and/or gives an existing entity at least one new problem.
  • An unsuccessful action creates a new problem for the entity attempting it.

Also - check out the following:  

Basic template used: 

Entity Type/category.
Entity Name and title/class/profession/etc.
Single sentence description outlining the entity’s essence.
Problem List:

  • (PROBLEM that exists for ENTITY ) because (REASON/s).
  • (PROBLEM that exists for ENTITY ) because (REASON/s).
  • etc..

Setting.
Red Star, A galaxy wide intergalactic empire.  
A bio militaristic empire rules over a vast collection of planets inhabited by humans and aliens. 
Problem List:

  • There is conflict in the empire because of a loose coalition of rebellious humans and aliens 
  • There is chaos in the empire because city sized monsters created by the empires genetic experimentations terrorize it. 
Turn 1: 

Action: The empire attempts to crush the rebellion. Result: Failure, Catastrophic negative outcome to attempter and allies. New problem for Empire: The empire has lost control of several planets to the rebellion because of a number of military disasters.  

Turn 2: 

Action: The empire attempts to recapture planets it lost to the rebellion. Result: Success, Desired outcome is just barely achieved. New Entity Created!  

Planet.
Tallow 1, rebellious planet recently recaptured by the Red Star empire. 
A planet of blue lakes, yellow grasslands and grey mountains. Home to many humans and aliens who rebel against the Red Star Empire 
Problem List:

  • The populace of Tallow 1 have recently lost their freedom because of Red Star Occupation. 
  • The planet is very dangerous because city sized monsters created by the empires genetic experimentations terrorize it. 
Turn 3: 

Action: Again, the empire attempts to crush the rebellion. Result: Failure, Catastrophic negative outcome to attempter. New problem for Empire: Their is disorder on some core Red Star empire planets because the rebellion has sympathizers. 

Action: The population of Tallow 1 attempts to fight back against Red Star empire occupation. Result: Failure, An immediately dangerous negative outcome. New problem for Tallow 1: The red star empire has increased its military presence on the planet because of recent, unsuccessful, rebellious uprisings.

Turn 4: 

Action: The empire attempts to cleanse its core planets of rebellion sympathizers. Result: Success, Desired outcome is just barely achieved. New Entity Created!   

Group.
The Red Cape Inquisition, secret military police. 
Elite order keepers of the Red Sun Empire. Wear red armour and cape and wield long plasma rifles and swords. Focused on the cleansing of rebellion. 
Problem List:

  • The inquisition is shamed because the rebellion still exists. 
Action: The rebellious population of Tallow 1 attempts to form an underground network of freedom to weaken the imperial military control of the planet. Result: Failure, A potentially dangerous negative outcome. New problem for Tallow 1: The rebellion movement is disarray because the red star empire recently killed all of its leaders when it uncovered its underground network. 

Turn 5: 

Action: The Red Cape Inquisition attempts to travel to Tallow 1 to eradicate any rebellious elements there . Result: Success, Desired outcome is confidently achieved. New Entity Created!  

Group.
The Tallow 1 Coalition, anti red sun empire rebellion military rebellion. 
An underground alliance of humans and aliens opposed to the red sun empires military rule over Tallow 1. 
Problem List:

  • The Tallow 1 Coalition is in danger because the Red Cape Inquisition has arrived on Tallow 1. 
And I will stop there because that seems to about sum up the Mid Journey image! 

To summarise: 

Setting.
Red Star, A galaxy wide intergalactic empire.  
A bio militaristic empire rules over a vast collection of planets inhabited by humans and aliens. 
Problem List:

  • Their is disorder on some core Red Star empire planets because the rebellion has sympathizers. 
  • The empire has lost control of several planets to the rebellion because of a number of military disasters.  
  • There is conflict in the empire because of a loose coalition of rebellious humans and aliens 
  • There is chaos in the empire because city sized monsters created by the empires genetic experimentations terrorize it. 

Planet.
Tallow 1, rebellious planet recently recaptured by the Red Star empire. 
A planet of blue lakes, yellow grasslands and grey mountains. Home to many humans and aliens who rebel against the Red Star Empire 
Problem List:

  • The rebellion movement is disarray because the red star empire recently killed all of its leaders when it uncovered its underground network. 
  • The populace of Tallow 1 have recently lost their freedom because of Red Star Occupation. 
  • The planet is very dangerous because city sized monsters created by the empires genetic experimentations terrorize it. 

Group.
The Red Cape Inquisition, secret military police. 
Elite order keepers of the Red Sun Empire. Wear red armour and cape and wield long plasma rifles and swords. Focused on the cleansing of rebellion. Recently arrived at Tallow 1. 
Problem List:

  • The inquisition is shamed because the rebellion still exists. 

Group.
The Tallow 1 Coalition, anti red sun empire rebellion military rebellion. 
An underground alliance of humans and aliens opposed to the red sun empires military rule over Tallow 1. 
Problem List:

  • The Tallow 1 Coalition is in danger because the Red Cape Inquisition has arrived on Tallow 1. 
I would be remiss to not include that tower monster in the image as an entity so: 

Titanic Abomination.
The Tallow 1 Bio Beast, 
A city sized escape biological horror that plods earth shakingly across the surface of Tallow 1.  
Problem List:

  • The tallow 1 Bio Beast is enormously hungry because it cannot stop growing. 
  • The Tallow 1 Bio Beast cannot stop growing because its experimental genetic coding is defective.
If you were playing with players, you wouldn't want to have every entity acting every turn (thus its good to consider only a few key entities as "active", but having a list of important entities would help the referee always know what the world was going to attempt next, and that should feel natural and organic for the other players in the game. 

10 comments:

  1. Thanks for sharing this, I've played around a bit with your Matrix Solo rules, had some fun today! https://greenskeletongamingguild.blogspot.com/2022/11/matrix-spiel-solo-meets-wretched-space.html

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    1. Brilliant. Thank you for sharing. I like the sound of that campaign world.

      "The above happenings give me a more solid background of events that occurred prior to the actual start of the game. Giving it a stronger sense of history than if I had just arbitrarily decided that a particular thing happened."

      I appreciate this comment - I think this is definitely what I have got out of my solo matrix spiel adventures.

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    2. Thanks! Looking forward to playing with your system some more and seeing what you work up next!

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  2. Michael, your musings on everything Matrix have become an obsession for me. Such great work.

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    1. That's great to hear, thanks! It's a little bit different so I'm glad some one is enjoying it.

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  3. Looks like great rules to create local politics and tension between factions. I'm thinking about an additional rule that could work well: an organization can spend a turn to roll on a -1 difficulty (i.e. they can even attempt an impossible task at a 6) but if they succeed they don't remove the issue but just decrease it's difficulty by 1.

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    1. I like that! The way I pictured it in my head is that if an entity starts the game with a insurmountable problem, and attempts an action to overcome that problem, the failure of that action will lead to a smaller, more manageable problem, and the entity will keep failing and getting smaller, more easier to manage problems until the point they encounter a problem they can solve. I think your suggestion is a nice little way of quantifying that!

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    2. Essentially they are spending 'turns' to 'chip away' at a larger problem instead of attempting to outright solve it.

      Another thing I was thinking is that if you consider these problems as 'countdown clocks' then you could increase the segments and decrease the difficulty. E.g. you have a problem of difficulty 6 (impossible). You can spend a turn to turn that into two problems of difficulty 5, or four problems of difficulty 4. Then each one of them needs to be solved in a turn, but they are more manageable

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  4. Very interesting! I shall have to look into this.

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