19 posts
Witch of Rain
Played by Harrison
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Post by sanityscontroller on May 20, 2016 23:54:24 GMT
All Aspects are Ogres A WIP guide to understanding aspect intricacies by sanitysController
Part 1: The Basics
Okay, so, we all know that aspects have a number of 'layers'. The first thing I want to go into is each type of layer and what they mean for each aspect. Now I don't know too much about some of these so correct me if I'm wrong.
Layer 1: The most basic sense
The literal sense of the aspect, if one exists. Some of these are obvious. Light being actual light. Void being empty space. These are often the most literal interpretations of the aspect, often what the aspect manifests as. I'll list them all below.
Blood - The weird red pulse stuff idk I'm not a blood player. Blood players if there's a name for this red stuff let me know. Breath - Wind. Who would've thought. V - N t g Misstt - Mmissty foggy crap, I honestly don't understand how mist works I've never dealt with it before, Mist players hmu. Heart - Shinies. Rage - That purpley ragey stuff Flow - Fire Rhyme - Ice Might - Water Sand - Ugh this one. Honestly nobody has told me anything about sand ever I have no idea. It's probably sand or fractures or something. Doom - Poison Life - Earth Dream - The glass dream constructs Rain - Most people call them "Headaches". Honestly you won't get them 'till you play rain. Light - Light (Light is very straightforward at the surface) Law - Chains Mind - Electricity Fate - Those arrow things Time - Time. People say it's element is clocks and I think that's bs Time is all about time Space - Space. People say this one is portals. Load of crap too. Space is space is space. Hope - Gravity (away) Stars - Gravity (towards)
Self, Sound, Joy, Flesh, Sight, Stage, Ploy, Coins and Flux not included due to lack of data. Feel free to let me know if you're an expert on them.
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90 posts
Scout of Sound
Played by Glow
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Post by unstableequilibrium on May 20, 2016 23:59:36 GMT
Hay0, unstableEqu1l1br1um here and reas0nably exper1enced S0und player.
L1teral 1nterpretat10n: S0und Waves. Sburb makes these a b1t we1rd 1n that they carry actual k1net1c f0rce as well as v1brat10ns but the c0ncept 1s the same whether y0u're scry1ng 0r attack1ng 0r w/e.
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161 posts
Sage of Breath
Played by Nedben
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Post by telestialGrotto on May 21, 2016 0:24:43 GMT
The formal name for Flux's manifestation is Metaphlogiston. Everyone just calls it importance, but it's really 'a concrete of importance made out of meta and evolution, the agent of change fueling the fire of movement both in and out of the story' or some poetic-ass bullshit straight from the ruins' walls. Tl:dr the bullshit is this fuelly gasthing weird chromey dark liquid gas smokey glassy thing that half-exists around important people, places, and things, if they can change the status quo, and the more metaphlogiston the more power for change! Flux -> importance -> change potential -> weird meta stuff -> weirder meta stuff that's also evolution? I sucked at being a Sylph of Flux but I did pretty good at killing stuff with it while high on a Knight of Rain's drugs-body (long story short salvadordaliitis), so YMMV. Also nobody else here seems to have spent much time talking about it??
Lillian (whatever she's close enough) says that mist is indeed the top 'layer' of mist. Below that the stuff you get from mist stuff is overflowing existence, and that mist is really a mist made of 'too much everything'. Think how rain loves dupliclones and redundancy and apply that to everything ever, ever, and add some stuff about copying other powers in the middle and that's a good bite of the mist sandwich's middle and lower layers.
There's a pretty good Coins guide about economies and stuff on this forum, and I think so too for Sound and its sonic intensity.
HT remembers a guide on Joy. It basically goes that Joy is flowers -> 'happiness' (it's good at psybuffs at least? I guess?) -> trippy drugs stuff. I'm not sure what he's on about good hippiemancy and whatever (send hugs the horrorterrors are singing in my brain)
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112 posts
Page of Void
Played by Ben
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Post by alphanumeric on May 21, 2016 2:21:38 GMT
Consider stage as a sort of complement to Dreams. They both focus on working together within confined rules: dreams as ideas that don't repeat and stage within the confines of what is set out for the player to do
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19 posts
Thief of Breath
Played by Mara
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Post by maternityDeparted on May 22, 2016 12:37:46 GMT
Ah, good old Figurative Diffraction! Aspect Lore in general is a very critical thing to understand to really delve into the nuances of the powers one may have in a given session! I suppose they have always been underrated because a meta understanding of Sburb as a whole is both difficult and aggravating, both in game (Prospit's libraries, while amazing, do have the teensy flaw of being the sole place to riddle out Aspect Lore) and within the Replayer community at large. I wish you luck in assembling this guide, sanitysController! It will be a very useful resource when fully assembled.
For now what I can offer is these thoughts. restlessDerivativ's current miniature guide on Coins is accurate! As for the Literal branch of Coin's Aspect Diagram, I can say with certainty that it manifests as the elements of economy. Coins (as one would expect) or paper money. If it has arbitrary value within an economy it is manifest by the Literal. A native Coins player has offered me this as the possible Superliteral through Sub-Abstract interpretations of Coins:
^ Superliteral | Descriptive Coins - Money | Connotative Coins - Value | Emblematic Coins - Demand | Figurative Coins - Necessity | Substrative Coins - Balance V Sub-Abstract
My source described via the typical metaphorical description of a Super-Sub Aspect Tree:
"Imagine you are at a market and you really need something that a vendor is selling. Your most obvious, literal means of acquiring what you need is your superliteral, money itself. Hand over money and you get what is being sold! Simple. But you then realize that you don't necessarily need money. You just need something that has a value, which you can exchange for what you need. Going even further, what decides value, for both you and the vendor, is demand. To facilitate an economy someone must want something that they do not have.
And then you are supposed to realize that in this entire market metaphor a demand is merely in lieu of a necessity. Money is really a thing with value which is really a thing which is demanded which is really a thing that is needed. And in the end, you know that necessities exist to create a balance. Once someone has what they need, they are satisfied. That is what an economy and all prior abstractions of economy exist to produce, at least according to Sburb (a presession economist would probably implode over the extremely basic interpretations of the game). A balance of the things exchanged between parties so that everything is equivalent. Balance cannot necessarily be quantified in any literal terms of money, but in terms of Coins, it is the underlying Sub-Coins that drives all exchanges the Aspect has purveyance over."
This is probably why Coins works as restlessDerivativ describes it, at least as far as I can tell The Fair uses you as the market hand, you manifest the various Figurative Diffractions of your Aspect to change the inherent value in things, people, and concepts so that your coplayers value them accordingly as per their wants and needs and belief in the value of things, creating a balance that healthily guides your session to fruition by making sure that everyone has what they need and no more. It's a very odd support ability, but quite strong, according to witness reports! If anyone with more experience with Coins wants to correct me, of course, feel free.
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