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I am not dead and I am still working on the game, among other things. 

Unfortunately the other things include a piece of coursework I have to deliver in a week or so and the exams that finished last week. Between those two I haven't had enough time to sit down and think seriously about the game (and my other gaming projects), hence the long silence. 

I 'll break it soon. I 'm also considering a switch to good old blogger. LJ is possibly not the best place for a gaming blog... Well, if I do switch, I 'll post a link here. 

Ta for now.

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It's Attributes on the menu today, and a little bit of Task Resolution on the Side. Since everyone else is so paranoid about divulging the secrets of their TR systems in public, I decided to be paranoid too, so I 'll only really explain TR when I 'm ready to publish the Power Dice main document (the system on which the system for this game is based. Remember?)

Attributes work in a way that I thought was fairly unique, but of course, as those things go, it's been done before. You 'll find its inspiration in White Wolf's Physical/ Social/ Mental Attribute groups and a parallel in Total Fuzion's Primary Stats. I don't beg to differ.

There are three Attribute categories: Physical, Mental and Emotional; and four Attribute types: Strength, Speed, Accuracy and Stamina. Each category is combined with each of the types once, to produce 12 Attributes, each named after the Category and Type they belong to. This is what this looks like: 

Physical Strength (duh)Mental Strength (overall Intelligence)Emotionial Strength (passion)
Physical Speed (agility)Mental Speed (alerness)Emotional Speed (composure)
Physical Accuracy (dexterity)Mental Accuracy (mathematical Intelligence)Emotional Accuracy (emotional Intelligence)
Physical Capacity (health)Mental Capacity (memory)Emotional Capacity (sensitivity)






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Last time, I promised Character Identities, Attributes and the Transition level as "next" but maybe that's too much ground to cover in one go.

So let's see Character Identities. That's the systemic analysis of a character's personnal details- those that are of any use to the game that is. So, we have:

- Given Name 
          > A character's Given Name is the name they were given at birth (or shortly afterwards) 
          > A Given Name can be Male or Female
-
Chosen Names 
          > A character's Chosen Names are the names they adopt later in their life.
          > A Chosen Name can be Male, Female or Other.
- Assigned Gender
          > A character's Assigned Gender is he gender others consider the character to belong to.
          > Assigned Gender can be Male, Female or Other
-
Perceived Gender
          > A character's Perceived Gender is the gender they consider themself to belong to.
          > Perceived Gender can be Male, Female or Other 
          > A Cisgendered Character's Perceived Gender may not be "Other"
- Biological Sex
          > A character's Biological Sex is the sex attributed to them after an inspection of their physical characteristics, in particular their genitals, at birth. 
          > Biological Sex can be Male or Female.
-
Apparent Sex
          > A character's Apparent Sex is the sex attributed to them after an inspection of their physical characteristics, in particular their genitals, during puberty and beyond.
          > Apparent Sex can be Male, Female or Other
- Sexual Orientation
          > A character's Sexual Orientation refers to the Biological Sex they expect their sexual partners to have.
          > Sexual Orientation can be towards Male, Female, Both or Other.
- Appearance
          > A short description of the physical appearance of the character, including their hair, eyes, facial features, distinctive characteristcs and so on.

And, in (considerable) detail:


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Oh well, blah blah first post blah welcome yadda yadda.

This is the LJ for the development of the pen-and-paper role playing game "Transsexuals: The Transition", to be published by Goblin Hopera Gameses.

Transsexuals: The Transition (or TS:TT)is an interactive social comment. It's presented as a game, so that it may be interacted with. To enter into discourse with the comment, you play the game. To argue against it, interact with its conceptual environment. Treat it as a simulation.

For TS:TT to work as a simulation, it must function as a game. To function as a game, it needs a gaming system. The gaming system for TS:TT is Power d10 TS an implementation of the Power Dice system; the Power Dice system is itself an implementation of the Game Development Kit; the GDK is a Goblin Hopera Gameses release. Well, it will be, by fall 2007. A first draft of the Basic Framework of the GDK will be included in the final release of TS:TT.

So what's TS:TT?

Well, it's an RPG where you play a character who was born in the wrong body. Or something cheesy like that. Basically, your character is a transsexual and the way the game treats transsexuals and their world is where this whole "social comment" thing comes into.

I 'll explain more about the game in the next post. TS:TT uses the good old character class concept, which is as fine a tool as any for describing real-life stereotypes. So I 'll leave you with an itroduction to those classes.

TS:TT Characters can be either Transgendered or Cisgendered. Accordingly, they can belong to one of a number of classes, grouped under either gender perception category. Those classes are listed below:

Transgendered Classes (and their abbreviations):
- True Transsexual (TS^TM)
- Secondary Transsexual (TS2)
- She Male (SnM)
- Drag Queen (DQ)
- Transvestite (TV)
- Crossdresser (CD)

Cisgendered Classes (and their abbreviations):
- Heteronormative (GOON)
- Lesbian (LEZ)
- Gay (FAG)
- Bisexual (BS)
- Eunuch (CUT)
- Chaser/ Admirer (EEK)
- Bigot - Quietly Prejudiced (BIG)
- Bigot- Vocal Critic (PIG) 

Note that player characters must be Transgendered, while non-player characters can be of either category.

Next: Character Identities, Attributes and the "Transition Level".
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