That aside however, turns out last night was roleplay. The crowd ended up being me, [Bad username: deliriumcrow>, <lj user=] and Scott, her sigoth, canissum and manycolored. Since it's a whitewolf game, we spent last night doing nothing but assembling the characters. It seems like an interesting bunch.
One thing I love about games set around gambling, or any situation where the driving goal is to get a great deal of money in an illicit manner, is the was the character relationships form. There is no trust. There's lots of intrigue, double dealing, and lying. It creates a game that plays like a Guy Ritchie movie.
From a philosophical standpoint, it's a complicated revision on the prisoner scenario. If all of the characters can compromise and share their goals, they can all win, at least a little. However, if even one of them is playing at their own agenda, the dynamic changes completely.
Wow, this makes me want to start studying game theory again. It provides a rigorous way of describing these scenarios and relationships.
Hey, there's something I'm noticing in myself. The drive for clear, consise and precise descriptions of things. I guess it's the programmer thing, I want my language and my communication to be regular and predictable, at least in form. Last night, as I was drifting off to sleep I was contemplating the description of the term "Nor I" as a use for variable replacement. It's odd.
Person A: I do not like activity x.
Person B: Nor I.
Revised A: It is not the case that I like activity x.
Revised B: It is not the case that I like activity x.
In this case, "Nor" is a replacement function. It searches through all of the object references, and replaces them in order, with prepositions used as markers. For example:
Person A: I do not like activity x with person p.
Person B: Nor I, with person q.
Revised A: It is not the case that I like activity x with person p.
Person B: It is not the case that I like activity x with person q.
This geeking has been brought to you by too little sleep.