Showing posts with label EN. Show all posts
Showing posts with label EN. Show all posts

Feeding the stars with questions

Kings made tombs more splendid than houses of the living, and counted old names in the rolls of their descent dearer than the names of sons. Childless lords sat in aged halls musing on heraldry; in secret chambers withered men compounded strong elixirs, or in high cold towers asked questions of the stars.

(The Lord of the Rings: The Two Towers, J.R.R. Tolkien)



Is that how the non player characters remember me?

I freely confess that on such occasions the recollection of that long-ago night, the magnificent ballroom, the splendid profusion of the dancers and the breath-arresting presence of the Doctor seemed like a capstan of ache and longing attached by the ropes of memory to my heart, squeezing and tightening and compressing it until it seemed inevitable that it must be burst asunder.

(Oelph in Inversions, Iain M. Banks)


Clone monologues 20

Hello, me.
When I awoke, I was told that many of my crew had settled, somewhere, married and retired. The majority, however, seemed content to wait for my return from deep sleep. Yes, my slumber has come to an end, though the nagging threat of existential doubt still lingers on. Should I walk again, pilot again those vast hulks of my armada, in spite of all the dead in the past? Should I allow myself to risk the lives of ever more of those I consider as my comrades or fellows? The old crew and me held us a meeting, and they were all ready to go, after years, ready to get that last fat salary to afford the mansion of their dreams.
I felt a tiny bit sorry for them, when they died in Abyssal space.

Europe: subject or object in the geopolitics of data?

I took these notes at the international workshop held on the 15th November 2018 by the Ifri think-tank in Paris.


Participant #1

  • geopolitical approach to data (as opposed to a GDPR-focused approach)
  • Ifri has published doctrinal research about the topic


Participant #2

  • Everybody is going for the “full stack”, from the infrastructure to the systems of engagement. It’s mature.
  • SAP CEO: “mix experience data with old data”
  • In Europe, imbalance created by the tension between support of citizens vs support of consumers.


DATA GEOPOLITICS: EUROPE BETWEEN THE UNITED STATES AND CHINA

Participant #3
Toward a transatlantic data war?

  • old battles eg Passenger Name Record, Safe Harbor, SWIFT/TFTP
    • civil liberty perspective

  • new fights ECJ/DPA, litigations, regulators

  • issues Privacy Shield, Shrems, Shrems II, Cloud Act, SWIFT weaponized by US vs Iran
    • Shrems (from Austrian activist Max Shrems) changes perspective -> ECJ voids Safe Harbor
    • going from high level negotiators to more actors (activists)
    • Privacy Shield replaces Safe Harbor but expected to disappear within 2 or 3 years
    • Cloud Act is response by the US to perceived difficulties in cooperation in criminal matters
      • some in EU want to use security agreements to leapfrog over privacy rules

    • New Battles over Financial Data: SWIFT (Belgium)
      • weaponized interdependence, panopticon effect, chokepoint effect
      • Iran 2012 vs Iran 2018 US imposes new unilateral sanctions, SWIFT complies

Participant #4
How China is envisioning its global strategy for data?

Chinese approach of data

National

  1. promoting sovereign definition of the Internet (there are a national and an international Internet)
    • 2017 Cybersecurity law
  2. WHO (?) perception, risk or opportunity?
    • what about social networks? Xi Jinping answer: opportunity! -> for it to support the system
  3. big data + social management
    • university research on how to make data useful in social management
  4. integrated and comprehensive approach of data
    • video surveillance etc.
    • social credit system to be complete by 2020
  5. meaning of data privacy is different from US/EU definition
    • more data protection than data privacy
    • more business-friendly and concern about misuse from the private sector
International

  • positioning itself as a solution provider for data infrastructure: cloud computing, sea cables, etc.: heavy investment for assymetric catch-up, wants to overtake US as 1st cyber power by 2050
  • solution provider for data management
    • eg smart cities, viewed as “safe cities” (no crime) with reliance on facial recognition
    • solution vs “terrorism”
  • ambition of cyber dominance
    • developing CIPS (Chinese SWIFT)
    • training (Africa)
    • describes strategic triangle China / US / EU, says US is misbehaving, has a seduction strategy with the EU
  • conceptual gap
    • greater between China and the West than between US and EU
    • China positions itself as an ethical actor (tactically?)
    • many references to Cambridge Analytica: “China manages better”
    • Viet-Nam copies Cybersecurity law


Q. Participant #5

Weaponization of the GAFAM?

Participant #3: Eric Schmidt after Snowden: “extraordinary disaster”

They do not want to be perceived as tools. They have a lot of autonomy to police their users.

Putin: Internet “a CIA plot”.

GAFAM not directly weaponized but their business models are uncomfortable for some regimes.

Google more responsive to Chinese government than to US one.


Q.

Privacy Shield

Participant #3: The Shrems case is the explosive one. If: “Facebook does not comply with the GDPR”, could oppose business models with user data sold to customers


Q. Participant #6

GAFAM/BATX

Participant #4: big companies in China need Party cells within the company

big companies not so much involved in politics

tension between attractivity vs closeness to the Party


Q Participant #7

What about second rank actors: India, Japan, Russia, etc.?

Participant #4: the US/EU/China triangle is proposed by China.

Participant #2: you might see conflicts around smart cities.

Participant #4: Nice is developping smartness with Huawei.


Q Participant #8

SWIFT

Participant #3: SWIFT is already here and a European institution. The question is, do you build around SWIFT and drag it away from the US, or do you build a different system? There is far greater US/EU integration (unlike with China).

The system to trade with Iran might be the seed of another system, but no state wants to host the siege, by fear of US retaliation. This is an interdependent systems vs disentanglement conflict.


Q Participant #1

What sort of retaliation from the US could we expect?

Participant #3:

  1. applying sanctions vs banks and individual bankers
  2. denying access to the dollar clearing system to EU banks

However, it would push the EU away from the US.

Within the EU there is a debate about administrative defense. The courts are going to defer to OFAC (Office of Foreign Assets Control). The companies do not fight fines. There is an ongoing challenge to the OFAC (Exxon case).


Q Participant #1

The EU has 17 regimes of sanctions. The policy of sanctions is the main policy tool.

Is there a loss of efficiency?

Does China have a sanctions policy?

Participant #4: China has a policy of gifts and sanctions.

e.g. when South Korea put an anti-missile system, there were Chinese sanctions on South Korean companies, and less Chinese tourists.

e.g. when there was a transfer of military equipment via Singapore to Taiwan, Singapore was blamed and disinvited from event



LEVERAGING EUROPEAN DATA AMBITIONS

Moving into data economy, AI is the key tech.


Participant #9
Beyond GDPR: Can Europe articule a ‘Data Sovereignty’ policy?


The challenge:

  • GAFA dominated
  • GDPR
  • weak startup ecosystem
  • high fragmentation


The mega-challenge:
  • merging of Cloud and AI on big platforms

The opportunity:

  • market: most attractive worldwide
  • talent: data scientists, STEM expertise, EU trains twice as many engineers, scientists than US, need to keep talent in EU
  • innovation: DeepMind (ex-UK), Kuka (ex-Germany), Blablacar…
  • data: IoT, health, energy, mobility, smart manufacturing
  • cooperation: standards, joint ventures

Approaches:

  • technical: federated AI, decentralized approach, “edge computing” (machine learning in the car)
  • government open data: public sector open data, open access to research data, competition policy: “open corporate data”, dominant market players forced to share with competitors
  • cooperative, data pooling:
    • cooperation beats fragmentation
    • data marketplaces
    • technical standards and quality assurances
    • high priority in French and German strategies
    • little actions unfortunately, incentive problems
    • own research: found 54 data pooling platforms so far. 30% are data marketplaces (50% research 50% business) - is looking for people to work on data pooling (researching, building)


Participant #10
Artificial intelligence: a game-changer for Europe's data-policy ambitions?

US: most AI papers, patent applications, AI workers (⅔)

2017 Chinese investment in AI half of the world’s

3 options

  • lament about EU indecisiveness, digital colonialism, risk to get out of History
  • regulate AI rather than govern it
  • acknowledge that AI is not immune from geopolitics, eg Brexit, French Chinese AI cooperation, Transatlantic relationship

Finland creating open standards

France focus on ethics of the government policy document

state policies towards US:

  • containment policy (China, Russia, etc.)
  • critical cooperation (France, etc.)

Narrative of finding a Third Way in Europe.


Q Participant #1

What is the importance of the Chinese market for the German industry. P3 or France/Germany? is there a debate in Germany?

Participant #9: we are heading towards a data war with China. That party (German cars sold in China) is going to end. Germany is more aligned with the US (in China, there are Communist officers in corporations). China wants to move up in the value chain. China has the long term view. After three or so years, things will get complicated. There is Chinese outreach in Eastern Europe.


Q Participant #1

The Villani AI report: policy is “sovereignty of the EU as champion of ethical and sustainable AI”

Participant #10: is ethics the only EU advantage? beautiful speeches, but risk of being squeezed


Q M.H

The German robotic company Kuka was bought by China. How to avoid the next Kuka?

Participant #9: in Berlin they want to lower the threshold to inform the government about foreign direct investments (FDI) from 20% to 10%. There is more awareness and concern.

The SDP leader set a group to think about data monopolies. Her intent is to publish a proposal in early 2019.


Q Participant #4

Participant #9: Huawei is a partner of Deutsch Telekom. There is a pushback. It is a dicey situation.


Participant #11

national mechanic, Germany faced with Chinese acquisitions

Regarding Kuka, in early 2019 Commission draft, EU projects screened


Q Participant #12

GDPR needs to be connected to economic development

same pattern with AI (explainable AI)?

Participant #9: I have a problem with the word ‘sovereignty’: economic interest, individual control of data, we the sovereign make the rules

sovereignty differs from control, ownership

then we should invest in explainable AI

market power: the people who control the tech set the standards

ethical AI: let’s build it!


Q Participant #13

AI war links a lot of items

which data shouldn’t we open at any cost?

what is the core of sovereign data?

Participant #2: It is impossible to define which data is sensitive. The AI (use of data) is about what questions you want to answer. You need a big pool, you don’t know the questions in advance. Hence AI rather than data requires an ethical framework.


Q Participant #14

It’s not only a mechanical problem, it is a cultural conflict. The Chinese are subtle in their approach.


Q Participant #15

Governmental approach: we want quantitative facts, objective approach, no ideology. What are the threats -people, states, entities. Then, what is the target? Energy is THE critical issue.

Actions: coproduction of different tech levels. Nice act, cyber centre? How to accelerate those tools?

Participant #3: not to pool everything: data with supply chain, logistics; companies share to optimise

The EU is on the right track. For trust you need regulations. How do we have trust, mechanisms to create trust, rather than abstract ethics?

Nobody’s waiting for Europe.


Q Participant #5

Does Europe have ambition?

Participant #10: Not to be strictly on a defensive stance.


See also:

https://www.ifri.org/fr/publications/notes-de-lifri/europe-objet-de-geopolitique-donnees
https://www.ladocumentationfrancaise.fr/rapports-publics/184000159/index.shtml
https://www.dw.com/en/germany-launches-digital-strategy-to-become-artificial-intelligence-leader/a-46298494
Of Privacy and Power, Henry Farrell (George Washington University)

Edited to comply with Chattam House Rule.

The content society 5: the stakes of deepfakes

EN



Deepfakes ('deep learning'-generated 'fake' pictures) are videos where the face of individuals are replaced with other faces, using plug-and-play artificial intelligence software. There are porn videos where the face of the performer has been replaced by the face of a celebrity.
This is yet another expression of the way the digital environment struggles with sincerity. Things are not what they appear to be over there.
All kinds of people might be pondering the use of deepfakes:
- TV comedians and propagandists
- spies, social engineers and blackmailers (kompromat)
- advertisers and scammers
- pranksters (large scale ones, think the Laughing Man from Ghost in the Shell Stand-Alone Complex)

Imagine a future where video alteration is so pain-free that no video can be taken at face value. The process of making people appear to say things or do things would be industrialised, videos being altered in all of your video viewing environment, videos being altered in real-time, videos featuring faces and other items that are customized to each viewer.
Imagine a future where computer malware would alter in real-time the video feed you receive through communication software.
As far as I can tell, this future is just around the corner.

FR



La société du contenu 5 : les enjeux de la manipulation logicielle des images

Les deepfakes sont des vidéos dans lesquelles certains visages sont remplacés par d'autres, grâce à l'utilisation de logiciels d'intelligence artificielle simples à utiliser, reposant sur des techniques dites d'"apprentissage profond". Dans certaines vidéos pornographiques, le visage de l'actrice a ainsi pu être remplacé par celui d'une célébrité.
C'est une expression supplémentaire de la relation pour le moins tortueuse de l'environnement numérique avec la sincérité. Les choses n'y sont pas ce qu'elles paraissent.

Toutes sortes de gens sont peut-être en train de réfléchir à l'utilisation de deepfakes:
- les humoristes de la télévision et les propagandistes
- les espions, ingénieurs sociaux et maîtres chanteurs (kompromat)
- les publicitaires et arnaqueurs
- les amateurs de canulars (à grande échelle, imaginez le Rieur dans la série d'animation Ghost in the Shell Stand-Alone Complex)

Imaginez un avenir où les modifications des vidéos deviennent si faciles qu'aucune vidéo ne puisse plus être prise pour argent comptant. Le procédé consistant à faire dire ou faire n'importe quoi à n'importe qui serait industrialisé, les vidéos seraient modifiés sur tous vos écrans, en temps réel, avec des visages et d'autres objets personnalisés en fonction de chaque spectateur.
Imaginez un avenir où les logiciels malveillants modifieraient en temps réel le flux vidéo que vous recevriez via vos logiciels de communication.
Autant que je puisse en juger, cet avenir est imminent.

Enlightenment in Blood: AAR and interview with Juhanna Pettersson

Enlightenment in Blood (EiB) was a Nordic style live action roleplaying (larp) game set in Berlin on the 12th of May, 2017, using the World of Darkness setting. It was a pervasive game, blending the real (RAW Gelände area) and the fictional (pretend vampires pretending to be hiding from mortals), with players moving in the streets of the city between ten different locations. Think of it like an augmented reality game where, instead of trying to catch monsters in the crowd, you would roleplay one (with other players).
The game designers delivered a range of character concepts (via Larpweaver, a Incognita Limited software). The one I picked was the Serial Entrepreneur: he would create a business, sell it, then create another one, etc. It was up to me to flesh it up a bit. I decided "Marc Laurentes" would be all about social entrepreneurship: trying to do business in a socially responsible fashion and using it as a key selling point with both mortals and vampires. Did this concern for the impact of his business ventures spring from a sincere, deep-rooted need to help and contribute? Only on the surface. Rather, it was a way for him to have something to sell, to grandstand, to be able to gain legitimacy from a new secular and fashionable religion. It was also a way for him to fight the emptiness in his heart and life, to cope with the Beast inside. He was a vampire, and every little shred of humanity was precious.
The design of the game included open groups and groups with secret membership. Marc Laurentes was part of the Hope Foundation, a coterie of like-minded "philanthropists" that, when you looked at the numbers, was about gentrification with a profit. This social dimension reminded me of the plight of dreary and forlorn Gary, Indiana, in 1st edition Vampire: The Masquerade. Full circle, back to the roots of vampire prosperity amid mortal misery! What we did with this basic setup was up to ourselves, and indeed the Hope Foundation did profit from the upheaval. Its members survived, associated themselves with the fall of the Prince and kept at range from the most violent elements. We arranged an alliance with the Ethics Committee. To get a broader sense of how the evening unfolded, check the Nordic larp article by Sarah Lynne Bowman.


So, I had a few questions and Juhanna Pettersson, the designer of the game (one among many persons who conspired to make this event a success) was kind enough to answer them.

Designing the Berlin of Darkness
The events which took place in Enlightenment in Blood give us an insight into the evolution of the World of Darkness setting post-2004. It means you have been implementing and taking part into the design of a broader vision for where the World of Darkness is heading. Indeed, White Wolf told us that events unfolding in this larp may have consequences on the metaplot, that player characters could become part of books, etc. This is one of the first manifestations of a new ethos of grounding the story of the World of Darkness in the actions of the fan communities. Obviously White Wolf needs to find the right balance in how they use the feedback from the larp.

Q: What is your take on this "contributive design" method, was there a lot of back and forth with WW, how much of the design was your own take on things, and how is the feedback phase going along please?

Juhanna Pettersson: Enlightenment in Blood and World of Darkness Berlin were produced by the company Participation Design Agency, and the arrangement was similar as when White Wolf makes license deals with videogame companies for videogames or By Night Studios for Mind Eye Theater -style larp materials.
As the person responsible for the design of Enlightenment in Blood, I had a lot of back and forth with Martin Ericsson and especially Karim Muammar from White Wolf. I found the process very fruitful, especially because this way the new ideas and directions White Wolf is planning for the World of Darkness could be reflected in the larp. When Martin made his presentation about the future direction of Vampire at the Berlin event, you could see almost every single new idea also represented in the larp.
Martin and Karim provided the White Wolf perspective on the content of the larp, but it was also fun and useful to spitball with them about possible ideas, concepts and cool things we could do. In this sense, they also had a creative contribution to the larp's design going beyond just the big ideas affecting every World of Darkness product now coming out.

Social unrest as the main thematic

The larp, in a nutshell, was about the night of the Anarch Revolution. Specifically, I felt that it was about the revolt of a social underclass rather than about a Generation-based Jyhad. There were a character group with a Marxist background, the one-percenters of the Camarilla, a group focusing on gentrification... And you could sense, in game, how many power-hungry groups were just intent on exploiting the demise of the Camarilla for personal gain rather than for any common good. You can sense similar social fault lines in the real world. The gentrification is a real thing in Berlin or in Paris where I live; and the sense of being oppressed by enforcers of the powers that be has sparked conflict in countries such as Tunisia or, more recently, Morocco. There are other important issues of the day, of course (refugees...), but I guess many players of the game could relate to this main thematic of an ignored underclass rising up.


Q: How do you think the larp can help us apprehend or cope with the larger inequalities in the world? Did any player tell you it was a learning experience, or an occasion to vent, to cathartically strike down the Man? Is this issue something you care about, that inspires you?

Personally, I believe that larp can change the world, that it can have a positive effect on the people playing the game. I believe it can be used for political purposes. For example, I was the producer of the Palestinian-Finnish joint larp production Halat hisar (2013 and 2016) which attempted to create an experience of Palestinian political reality.
I don't necessarily see Enlightenment in Blood primarily as a political larp in that sense, but it was definitely informed by what's going on in the real world. White Wolf has used the slogan: "A game of personal and political horror" for Vampire recently, and I felt that idea should also be reflected in the larp. Because of this, supernatural factions where tied to real world political groups and ideologies. The central framework of the revolution in the larp was inspired by the revolution in Iran against the Shah, where the fight for the control of the revolution is at least as important as the revolution itself.


Every problem just needs a kill list

In real life, social change demands involvement on a massive scale, including lots of building common ground and long-term planning; in the context of micro-societies of murderous bloodsuckers, social change merely requires a few murders. With EiB being a one-shot larp and only the last hour being deadly, the survival of the characters was not the main point, in effect encouraging a high level of aggression. After the Anarchs killed the Prince and a few lackeys, the oppressive social structure that revolved around them falls apart. Simple and fun.

Q: Were you happy with the violence? Do you have stats or an educated guess about the numbers of dead characters?

The game had a lot of violence, more than we expected. The combat mechanics were designed so that the ability of a character to fight deteriorated quite fast, so a single character couldn't participate in very many fights. However, we sheer excitement and adrenaline of the revolution more than compensated and created a larp with a lot of fighting.
Unfortunately, we're still working with documenting the larp so I don't have death statistics at this time.

Lights in the darkness

My experience of the game was one of a thrilling evening (I skipped the "angst part" of roleplaying a vampire). Optimism was in the air (next to fear). Why? In part, the cosmopolitan choice of scope vs depth (the crossover touch with the dancing changelings, etc.). Mostly, I think it resulted from the pitch. The writing was on the wall from the very beginning: the Camarilla was going to fall and something new would emerge from the Anarch community. It sounded like a good outcome, a better deal than what I heard some larps can be like and of course than the last few real world revolutions. Perhaps it does just reflect the timing -revolutions are merry the first night, and the follow-up never lives up to the expectations.

Q: Did you purposefully intend for your game to deliver higher concentrations of "change" than the ones found in the real world, and that it would feel liberating? Do you try to design emotions?

We most definitely try to design emotions. I see this as one of the core things we do as larp designers, creating a certain kind of an emotional experience.
We pushed the idea of "the first night of the Anarch revolution" really hard, because we wanted exactly this sense of optimism, chaos and change. It's a powerful feeling, and suitable for a larp lasting for one night. For a more grounded view of revolution, I think we would have needed a different kind of design, with more time for players to experience the changes in the environment.


The Dark Father

Another facet of the Berlin shadow society was imaginary religion. The Church of Caine was one of the main groups and held one of the three largest play spaces. It is a toned-down Sabbat, or a cousin of the Lancea Sanctum covenant from Vampire: The Requiem. Its militancy felt out of sync with dechristianized real world Europe, but vampiric mythology is core to the Masquerade setting and no end times revolution would be complete without a preacher trying to convert everybody and their werewolf cousin. The vampire faith was really creepy (to be honest, the main European religion has faithfuls drinking the blood of their god), to the extent that the Church, from an outsider perspective, looked more like a prison than a haven, with "I am having second thoughts" being one of the patterns, a behaviour kickstarted by the sacrifice-oh-wait-nooo of the Shepherd character played by Martin Ericsson in the starting ceremony.

Q: What are your ideas about religion as a gaming device? What else can you tell us about the genesis of the Church of Caine as an organisation?

Religion is one of the most powerful human concepts present in our culture, so obviously it's also a wonderful subject for a larp. It also often involves rituals and protocols for behavior, something that works very well in larps.
The Church of Caine is one of the new ideas White Wolf is introducing to the World of Darkness, and to my knowledge this larp was the first time it was present in any kind of a World of Darkness product. Because of this, working with the Church was different than working with any other element of the world, because we needed to explain it more, but we also had more freedom to make it into our own thing. I worked closely with White Wolf's Karim Muammar to make the Church interesting, but they also gave us a lot of leeway to make it our own.

Memories

My best memory was barking at the Prince in his final moments. Remember your Dogs!
Second one was being afraid to enter the Church, after being first told that it was a haven, and then being told by the same character, after asking him to remember he really really liked me (a magical power), that he was not so sure about the safe part.
Third one was watching Jannes Hoffnung, a fellow Hope Foundation member, suck the blood from the hand of the Prince. It was really funny, the Prince was down and there were maybe ten Brujah-type Anarchs trying to suck him dry, only his hand was visible at this point and here comes this artsy opportunist who takes a bite at one finger.

Q: What is your best memory of the game?

I didn't play, and in fact I was at our backstage organizer room the whole larp. Because of this, my best memory is coming to the afterparty after the larp had ended, and just seeing all the energy people had, the feeling you can sense in a larp crowd of people sharing a common, intense experience.


Future memories
Q: What's next?

We're still evaluating and unpacking the event in Berlin, the con and all the larps. Because of this, I can't reveal future projects now. However, I can say that there are things cooking, with us and with other larp makers as well. Stay tuned!

Worlds of Darkness 10: Then We Took Berlin


After Tenebrae Noctis, back to Germany for a new city/convention trip: World of Darkness Berlin 2017.


Wednesday 10th of May
On a five hour budget, I walk. I take the 100 bus line from Zoologischer Garten, get a view of the park and embassies with fancy architecture before reaching Brandenburger Tor, where I experience the Snake Plissken effect (smaller than what I expected). I walk around and see more embassies. I end up on Charlottenstrasse, in the Rausch store. There I get to meet the spirit running the city. He blesses me and gives me clearance to visit his kingdom, provided I agree to praise his fighting stance.
Don't try to stare him down.

Then I walk to Museum Island and visit the Pergamon. I am afraid I will not have time to see everything but the Louvre has spoiled me, normal museums don't take more than a couple of hours to visit. The Babylon Gate of Ishtar and Roman-era Milet market are impressive. Some of the monumental guardians still have some of this je ne sais quoi that made the people in Ashur shiver with fear. They know who I am, of course, but the chocolate protects me from their withering stare.
Sphinx-like sentinels eat hippopotamuses for breakfast.

I also enjoy the floor dedicated to Islamic art and culture. I wonder if some of the museum attendants I see originate from Syria or Iraq.

I then walk some more among Berliners taking a nap and a beer next to the river and in the parks around.
Having somehow missed the memorial for the victims of the Shoah (Denkmal für die ermordeten Juden Europas), I return there and spend a dozen minutes in contemplation. The way I experience it, it feels like some family-friendly modern art installation dropped there without an explanation. Some tourists are taking pictures of themselves on top of the columns, there is nothing solemn at first. And then, as you walk down towards the center of the memorial, the columns grow taller and the alleys become darker and the mood gets more introspective, a sense of something else sets in. When you walk back and up into the light, maybe something remains.
You can always escape to the light.

I spend the evening with my contact in Berlin. Véronique K is a super special agent with high proficiency in German. Her cover is being my cool cousin and having a whole nice teacher family set up in a huge apartment. We discuss in coded language, pretending to be talking about the mundane things of life, politics, music and how cute their children are.
Berlin level Beginner Beer ••

Thursday 11th of May
In the morning, I head to the convention venue, the Mercure Hotel MOA, for a breakfast meeting with Mathieu S and Fabien M, the Arkhane Asylum crew. They are the French licensees for the 20th Anniversary line. Unfortunately, part of the reason they are good at what they do is their dedication to their tasks, and an incoming deadline prevents them from enjoying the convention. Thanks for the brunch, mates!
Beer •••

At 1PM, tabletop roleplaying with the nominees of the scenario competition! I am glad to play The Last Boat out of Barcelona by Pablo Valcárcel, my first choice. This V20 game is set in 1939 in Barcelona, hours before the city falls to the rebels. In the 20's and 30's, fascists toppled democracies either through violence and intimidation (Italy), insinuating themselves into the political landscape and using elections as a path to power (Stefan Zweig believed Hitler would be a fluke and that it would be safe to allow him to fail), or mass murders and a full scale civil war against a legitimate government (Spain). If the First World War starts the 20th century and the Shoah is its nadir, the Spanish civil war, to me, symbolizes the global battle for the soul of the world. And the good side lost. It's where we first learned what the future would look like (a boot stamping on your face, forever).
So, the setting is pretty desperate. The characters start as Anarchs in a city run by Communists, which means that their enemies are both internal and external, and both mortals (the sieging fascists and the local government - communists don't like to share power with other worker organizations, ask Andrés Nin) and undead (the usual suspects: Camarilla, Sabbat). The pitch of the scenario is that one boat is going to evacuate a few lucky people, and we all have mortal allies we would like to take with us. Difficult choices ahead...
Crew: Nils (great Storyteller), Andreas (the doctor), Jennifer (the pasionaria), Craig (Josh, plus the depressed poet), me (a German-Jewish girl who came here to crush fascism). 3 Germans, 1 Australian, 1 Frenchman, 0 correctly pronounced Spanish names.

At 7PM, we watch the World of Darkness documentary at the Delphi theater (one of those at the very least, supposedly the one where Murnau's Nosferatu premiered). Somewhere on rpg.net there is a huge thread of people arguing about the self-aggrandizing chutzpah of those White Wolf poseurs. I did not actually read the posts, but I think the film does show individual journeys and the way they reflect on the human condition. Among the interviewees, not only former and new White Wolf employees, but also a selection of fans. I always disliked signature characters, one of the false good ideas of the World of Darkness, at least the way they were historically used. However, one of the best moves by White Wolf - CCP with V20 was the incarnation of signature characters by models picked among the fans of the setting and pillars of the community. The interviews of some of these 'character players' really bring the perspective the documentary needed. The WoD is gaming, yes, and art too, but the sense of shared culture is what makes it great - Vampire is about playing rejects that try to be human, and many fans stuck with it because it resonates with their teenage experience. I remember, in high school, witnessing the guy who first showed me the Vampire 1st ed book being pushed on the ground by the local rightwing bully. I bet this story repeats ever and ever.
The most important feature of the show, of course, is the open bar.
When did I first visit the Succubus Club? 2003?


Beer ••••
Wine ••
Cocktail •••••

I would be remiss if I failed to mention my little adventure with a fellow from Glasgow. At 1AM the Delphi closes and some area undead and assorted White Wolf luminaries decide to pay a visit to a club on the other side of Berlin. With mechanical politeness, I let everybody into the cabs and soon enough I am the only passenger in the last cab. But wait, a gentle soul jumps out of the next to the last cab and joins us. Right off the bat, I spot that, first, the alcohol is strong in this one; let's say Joe must have fully exploited the potential of the bar; and, second, the guy is fully functional and as strong as an ox. Actually, he rips a bit of cab furniture by mistake. I ask him where he comes from, he shows me a scar on his face, a smile and a fist. Turns out he does boxing for a living, if I get it right.
The cab drops us by mistake half a mile away from the club, at a similarly named restaurant. So we start to walk our way to the club, at close to 2AM, on the mostly desert pavement. Joe then proceeds to show me how to get in boxing stance, adjusting my hand position as he prepares to demonstrate what must surely be a much deadlier punch than the one they serve at the Delphi. Very unnecessarily, I remind my sparring partner that I have a family that loves me and we resume our walk.
We arrive at the club and of course there are bouncers, a girl with the brains and two or three bodybuilding henchmen. The girl looks at my Scottish friend and suggests that we take a back step, drink a glass of water, eat something and come back in ten minutes. A few meters away, there is a Turkish food stand and I buy a sandwich and chips for Joe. He eats none of that but insists to offer me one beer. At this stage, it is clear that we will not enter into the club tonight. We make friends with students from Lexington, Kentucky, and the night gets ready to start but I decide to chicken out to the hotel. Joe is ready to follow the Americans to Kentucky, but opts instead to join me into the cab. We head back to the hotel, where the first question he asks me in the morning when I see him is "How did I came back here yesterday?".
If you read these lines, Joe, thanks again for the company!
Beer •••••
Wine ••
Cocktail •••••


Friday 12th of May

9AM Workshop for Enlightenment in Blood (see below), where we learn the rules that organizers have put in place to ensure we enjoy a safe experience.

10AM V5 Q&A panel with the White Wolf crew. Karim Muammar pitches the logic behind the design choices: A Beast I Am, Lest A Beast I Become - mechanics that create stories. Blood becomes central to the game experience, something that creates scenes. For the players it's a balancing act around Hunger and control. One-roll resolution for every situation (combat...) to speed the pace of the game. Dots and ten-sided dice still rule. "We borrowed quite heavily from Chronicles of Darkness", e.g. always the same target number (6). 90% backward compatibility. Blood - Hunger economy: "Every time you use blood, there is a risk." Hunger dice, you use them first in skill checks. Any 1's on those incur "compulsions". Possibility to spend Composure to cancel that effect, but the less Composure you have, the more likely the Beast is going to explode later on (Frenzy tests). Kenneth Hite is hard at work making a great rule system! "Lots of it come from a previous study by White Wolf about the different systems."

11AM World of Darkness and Slavic folklore. Baba Yaga should not be a Nosferatu, or even a vampire.
1PM White Wolf keynote
2PM instead of dancing disco like I should, I elect to take a nap.

8PM Enlightenment in Blood is a live action roleplaying game (larp) set in Berlin the night of an Anarch revolution. It connects to the ongoing metaplot, meaning that it both illustrates the events mentioned in the White Wolf keynotes and that it will feed in return the metaplot. For example, the way my character experiences it, the Prince dies at the Anarch bar (Jägerhütte), under the assault of a great many Anarchs, all with different reasons to hate his guts (my character's were humiliation and being robbed of his first business by the Camarilla, and he barks at the old monster in his final moments). This event might become the new canon. Another example is the way somebody at the Camarilla bar (Raumklang) let slip to members of the Technocracy that she is a vampire, and now the mage totalitarian faction is onto the local vampires including the Hope Foundation (my character's main subfaction) - which forebodes possible problems for Kindred due to something called the Second Inquisition, mentioned in the keynotes. Great stuff, being responsible for a mass hunt of your fellow player characters around the world!
The RAW Gelände looks like a Tim Bradstreet sketchbook.

The organization (by Participation Design Agency) is top notch. It has to be, in order to handle ~250 players in many locations! The rules are really really easy to use, no need to care about a character sheet, all that matters is keeping track of all contacts and the Larpweaver site helps a lot. There might be a tad too many channels for information in fact, because I also need to check the emails, the faction-specific Facebook groups and the purpose-made Undernet site.
It is my first WoD larp and my lack of experience with the format makes it both extra fun, and easy to miss opportunities. I witness some excellent roleplaying, for example by Oskar G (Church of Caine creepy bigshot), by Christopher S (depraved dealer of innovative art) or by Søren AH (the werewolf). I get to play with guys like Jason Carl and Mark Rhein•Hagen, lots of fun!

Beer ••••• •• (specials: There Was An Open Bar At The Church, Beware The Bottle Deposit)
Wine ••
Cocktail •••••


Saturday 13th of May

11AM Justin Achilli keynote. Very high level game design course; the three characteristics we need to promote in our games to make them fun are mastery, autonomy and relatedness.

3:30PM V5 pre-alpha playtest: rule-wise, I suggest checking out the playtest impressions on Teylen's RPG Corner; White Wolf tells us that they will publish the quickstarter soon anyway [update: it's available]. I believe I can talk in a general fashion about the story; it is a direct continuation of the events of Enlightenment by Blood, so scheduling the test the day after is a nice touch. You play Anarch hunters the night after your usual preys destroy the local Camarilla... It plays out differently at each table, obviously. Our adventure results in a mixed bag of good news (alive!) and bad news (screwed!).
Crew: Brendan (storytelling impro master), Nikita, Daria, Heinrich and me (playing the ill-fated degenerate).
Check out this report

10PM Party at the Arena Club: the venue, a repurposed industrial building, features many discrete corners and a small dancefloor. I have a great time. I am not much into nightclubs because of the noise level and often the choice of music. The noise level is OK at first and the music is good. The party starts with a good laugh: the Brujah contestant wins the Dance With The Clans disco competition for the princedom of Berlin; all hail Brujah! -not sure this one will enter the canon, but it is really fun watching the special moves! At 11PM DJ Achilles starts his magic. Later, a performer gives a burlesque performance. I enjoy talking to the people; the first line is always "what did you play yesterday?" because the larp implies such a diversity of experiences that getting to know other aspects of it is a great way to re-explore it.

Beer ••••• •••• (specials: There Was An Open Bar At The Church, Beware The Bottle Deposit, The Line At The Bar Dates Back From Eastern Germany, Remind Me How To Talk To People Please)
Wine ••
Cocktail •••••


Sunday 14th of May

With but a few hours left in beautiful Berlin, I wander into the Käthe Kollwitz Museum near Ku'damm. It exhibits photos, drawings, woodcuts and sculptures from the late 19th century and first half of the 20th century. I am struck by the depiction of great poverty, hunger and despair in Berlin and Germany of this age and of historical revolts of poor people against their overlords (the Weavers and the Peasant War series). I direct French speakers to an in-depth analysis.
Bewaffnung in einem Gewölbe, Käthe Kollwitz

What can I say? There is something. I like the city, I like Käthe Kollwitz and Ishtar, I like the community, I like the games. Intelligent, open-minded and stimulating.
I am back at home, with a bit of beautiful darkness inside me (and, in my luggage, a different kind of darkness, courtesy of the King).

Ready, steady, hurtle down into the future

we have yet to reach peak death, and we have yet to reach peak love
the highway dances into a freefall
smile, Happy, smile
vay 2017

Worlds of Darkness 9: Rise of the Platypus

I had the pleasure to attend Tenebrae Noctis in Kommandeursburg, a little castle in Kerpen (Germany) on the 12th of December, 2015 (thanks again Dhaunae!). Ulisses Spiele, the German licensee for White Wolf products, managed to organise this World of Darkness event in record time to help the new White Wolf team meet the European community and partners. A few weeks earlier, in October, Paradox Interactive had bought the White Wolf intellectual properties from CCP (which was sitting on them after failing to launch an MMO) and created a new subsidiary whose exclusive mission was to develop and license them. CEO Tobias Sjögren and Lead Storyteller Martin Ericsson wanted to discuss with the fans as soon as possible about the future of the World of Darkness.
behind this gate lurks the Darkness to come
The Onyx Path team was not there but their ambition to produce a fourth edition of Vampire: The Masquerade has been co-opted by White Wolf Publishing, which will develop it in-house. The editorial control the new guys in charge exert will allow them to support and nurture the IP while they try to make big bucks with TV or computer games. The pen-and-paper line defines what the World of Darkness is about.

Onyx Path will keep publishing books about the new World of Darkness (Vampire: The Requiem, Mummy: The Curse, etc.), which has been re-branded Chronicles of Darkness. There is now only One World of Darkness: the Samuel Haight one. ;) As you can see in the clip below, the focus is put on the first three lines (Vampire, Werewolf and Mage).



Solving the confusion around the identity of the World of Darkness after it forked ten years ago was only the first step. White Wolf will retroactively erase the word "end" and re-open the book that was closed in 2004 (with Gehenna, etc.). They aim to bring the World of Darkness into the 2010's, a daunting challenge. Vampires are everywhere nowadays but the World of Darkness is not and it will have to convince gamers again, with the right mix of old and new.
inside the castle
The World of Darkness is not for everybody: it is not mainstream and I don't believe it can ever be. However, it takes everybody in and I really enjoy its inclusiveness; “give me your lonely, your half-crazy” would say the Statue of Darkness. Thoughtful, willing to deal with important questions and at the same time respectful, mature. Connecting deeply with what makes us tick. I think that is one big advantage it holds against other dark contemporary settings.
The situation is far from perfect. This big family has had a history, contradictions abound, knots need to be cut sharp. But I really like where this is heading.


200 Word RPG Challenge: The Door Game

One day, you cross a doorway

And find yourself transported magically somewhere else entirely: hijacked plane, island with no door, forlorn prison pit, back of a bus, Santa fairy office, etc. Behind you, nothing to cross back. Grats, you are now one of the Door People: henceforth, beyond each door you cross lies a different, unpredictable, no refunds place.
Each time you cross a door, you have to make the choice. Are you satisfied with living out the rest of your life in your current whereabouts? Do you want to know more?
Door lotto. Is the opportunity worth the risk? Calculate it out. For a lazy thief, perfect escape plan. Many one-way traders, key collectors, lockpickers. Some end up trapped indoors, voluntarily or not. Comrades travel together, holding hands. Desperate ones inquire about lovers they left behind, by mistake or not, and entrust you with letters in case you ever meet them. Sometimes, said lost friends have been tasked with killing messengers (safer way). Can your valuable magical property be harvested from you?
Toilet dilemma.
Door People whisper about the rumored End Door. What lies beyond? The endgame might be finding out. Investigate. How did you get cursed? Start there.

Clone monologues 19

Hello, me.
In the aether of New Eden, there is a sense of impending change. Capsuleers of all obediences are moving assets and ships all over the place, as if some huge conflagration was about to happen. People usher prophecies of thousands of conflicts about to burst into existence, of empires about to crumble and of the darkness of space swallowing whole regions.
I am about to take certain dispositions to ensure that I am able to function in this new paradigm. I have no idea where you will next wake up but, please, do not forget to update your clone. If things are going to get messy, we will need it sooner than later.
Do it.

The end of virtual worlds

Edward Castronova has officially put an end to his MMO blog, Terra Nova.
I remember reading his 2007 book, Exodus to the Virtual World: How Online Fun Is Changing Reality, and being fascinated by the idea that there were so many interactions between "the real world" and "the virtual worlds", with people "migrating" to virtual worlds because those provided more value to them than "reality", a reality that, in turn, had to adapt in order to recapture the attention of people. To me, the individual strategy of spending one's time in a "virtual world" because the "real world" fails to satisfy is one of "losers", and by "losers" I mean Hugh MacLeod losers as described in the Gervais Principle series by Venkatesh Rao. It is, in a way, a rational choice. (But let us remember that rational choices can be very wrong depending on the underlying premises.)

Edward Castronova suggests that virtual worlds left the front stage because they tried to be everything in one place and the trend is extreme fragmentation of functions.

It's interesting to reflect on why TN existed and why it went away. For a time in the last decade, there was a sense that an immersive 3D communal place was a substantial thing unto itself, and likely to become an important media offering. That has not happened. Instead, we've seen an unbundling of the parts of virtual worlds. Sociality went to Facebook. Complex heroic stories went to single-player games. Multiplayer combat went to places like DOTA and Clash of Clans. Economy games went to Farmville and the F2P clones. Virtual currency went to Bitcoin.

I wanted to state that Eve Online remains true to the "dream", though it remains a small game from a small company. The large scope of its features might be the drawback that will prevent it to ever rise to mainstream level, in the current state of the internet. (Inside the game, there is in fact a fragmentation of playstyles: some players use the game as a chat tool, others for pvp, others play the economy, etc.)

Perhaps virtual world designers were the latest incarnation of the utopian community builders of the 19th and earlier centuries. "If only we set up the rules correctly, people will naturally have a blast together!" No; I guess they won't. Not even if the utocrat can control physics down to the very atoms. Not even if the art and sound of the world is heavenly. Not even if people are given thousands of meaningful missions and wonderfully uplifting stories. Perhaps the mere presence of Others breaks whatever dream people are trying to have.

Funnily enough, the schadenfreude that permeates Eve Online, and that Edward Castronova's text hints at very eloquently above, is both key to the success of this game and a guarantee it will never be the game for everybody that World of Warcraft strove to be.

The utocrats in CCP, publishers of Eve Online, learned to let go a little bit. They know that they only co-author the game experience, which results from the actions of the players within the sandbox they designed.

TL;DR (too long; didn't read): if you are looking for a virtual world, try Eve Online. It can be a cruel place but it is uncertain that virtual worlds can be anything else... And the internet spaceships are real pretty.

Scurmune

It is not. I repeat, it is not okay. "Scurmune" is not a fucking name. It just doesn't fucking mean anything. I'll have you give me something different or else, well... I have something against the villains who take nicknames. They believe they live in comic books. Comic books with stupid cover pictures they hope to get away with. Stuff like "What if Rick Jones had become the Hulk". And then these villains, they get mad when you forget their nickname, and you have to put them down, the righteous ton of brick in your face way, as if you were the fucking Hulk and you had managed to track down the guy who did the Rick Jones Hulk.
Know what I mean? I am not the Hulk, not a villain, and I don't fucking need nicknames. But it's all a parable, and you've got to abide by the principles. So, I have this rule and I am a man of principles, but sometimes you've got to make exceptions, and did you just shoot me? My speech was not over. Oh man, not the torpor again.

Last words of this other guy who was kind of loud and could never shut his mouth off

How you get to know her
At first, Scurmune is just a figure on the fringes of the Anarch Movement, of the city, even of her own coterie. What she does on a nightly basis is barely legal but then, no one cares about yet another paranoid weakling. She remains largely unnoticed. When Kindred first meet her, she might be part of the generic nondescript white trash surrounding some minor player. Just another no name extra.
Years pass by and Scurmune manages to survive when many of her first mates in the life after the Embrace do not. Yet no urban legend, she is at least identified and her weird ass nickname rings a bell for most regulars in Anarch hangouts.
Then she loses it. Madness? Joan of Arc syndrome? At some point, in front of most of the Anarchs of Los Angeles, she steps up on the stage and launches herself into a rant that leaves the audience half-bored and half-intrigued. What she proposes is to actually create a new sect on top of the other ones, a hidden democracy, unlike the brave Anarchs, an organization that its very secrecy would make impervious to destruction at the hands of the pigs, until the Great Night of Freedom arrives.
The neonate has no charisma and nobody jumps into her ship. But she does not give up and stays true to her words, all of a sudden possessed by a sense of destiny only a former nobody could muster.
She gives her sect a comic book name: the Republic of the Night. She drafts a Constitution and organizes it the way old school Communist cells used to do it: citizenship needs not be open and cells do not communicate between each other. Most of the energy of the undisclosed number of recruits has to be spent finding new holes to hide in at all times. Scurmune becomes the iconic figure for the Republic of the Night, its one and only spokesperson. She remains a joke for the few semi-real friends she has in the Anarch movement. However, those same rebels do not forget her phone number when the time comes to defend the city against Camarilla or Sabbat. The young City Gangrel is no great fighter in sustained combat, but she survives when others do not, always instants away from a speedy retreat.
She learns the hard way that you do not recruit Kindred into a group without opposition by those who would consider them their pawns; she loses half a dozen recruits, slaughtered in their sleep by unknown enemies. After that episod, Scurmune pushes the paranoia to 11. By then, she is utterly committed to her vow and envisions herself as one of the movers in the game, nevermind that she holds no actual influence over any mortal institution.

Modus operandi
To defend her Republic, she will pull a Jack Bauer on you and, if that proves insufficient, she will drive the Rambo road. She will crash an truck full of oil on your Haven. She will endanger the Masquerade. She has learned how to plant explosives and shows no compunction using this knowledge.
On the face of her actions, she should not survive, but she does for two reasons.
One, she knows how to flee very, very well and she will do so anytime she has not initiated the attack. She will not stay in a brawl. Faced with a modicum of opposition, she splits. She is a slippery nimble athlete, and that is before she uses Celerity and Obfuscate. You can always fight another day. Nine times out of ten, she prefers to fold.
Two, when she initiates a fight, she’s like overkill on steroids. Once she feels confident about the place, the time and the protagonists, she goes overboard with grenades and spectacular attacks. She has all the subtlety of a teenager endowed with the capacity to rip her opponents with magical claws. If she has not prevailed by round 2, she runs away.
Once again, if she believes that “shock and awe” ain’t going to work, she does not leave the protection of whatever bunkerized sewer or underwater hole she uses as her secondary or tertiary backup Haven.

How she interacts with you
Scurmune monitors the Kindred in the city and tags the most progressive ones as targets for recruitment. In the event the current body count of the Republic exceeds her own self, she can send fellow citizens do their best to convince the prospect to join their democracy. If not, she will do it herself. She can make phone calls and has been known to mail pamphlets. She is careful to use innuendo and not to breach the Masquerade blatantly. She also uses Elysium events as an opportunity to proselytize. Since she is officially nonviolent, definitely not an imposing figure and does not claim mortal influence, she can even find a place as “loyal opposition” in Camarilla cities held by lenient Princes. The Constitution of the Republic of the Night specifically authorizes membership in other sects, so Camarilla pundits who have heard about it discard it as some kind of ineffectual, hence tolerable, intellectual movement.
But then, something happens. Maybe some vampire gets killed in some crossfire, and the loss of a fellow “citizen” angers Scurmune beyond description. It’s as if the weak Marron Shed from Shadows Linger becomes Omar from The Wire, shotgun included. The worst part is, Scurmune can sometimes succeed in recruiting powerful individuals, even though the intentions of these recruits do not always match their words. And these individuals, probably bent to control this small organization, can strike behind the scenes against those who would threaten it.
And then, there is the revolution. The Republic is a revolutionary organization structured to avoid initiating any aggression, but circumstances are everything. Scurmune creates the sect, but she does control it only as long as her fellow “citizens” vote for her propositions. Some citizens belong to the Republic only for the fun, or worse, the lulz. Scurmune keeps pushing forward her vision, however deluded it might be. Her master plan includes the propagation of the Republic on all continents and the construction of James Bond-like secret bases with submarines and airplanes...

A girl from potato country
What kind of mortal was this turbo-propelled revolutionary? The end result of decades of Dunwich-grade isolation in a small settlement in some forested area of America. The kind of disturbed young girl who uses menstrual blood to write love letters. Destined to end up as an abused runaway, she is instead taken into a coven of insane Sabbat vampires. That is when she loses her mortal name, a name she does not remember to this day. The priest of the pack uses some dipshit homebrewn version of the Vaulderie ritual on the pack. Problem is, it does not function that well, a bit like cut coke flavored with random shit. Scurmune runs away, once again. First to New-York then to Los Angeles, traveling by train and treading the path of the hobo, following a bunch of desperate nobodies like her.

Appearance
Though no prom queen, Scurmune was decent enough to have been an abuser magnet when she was a teenager. She seems to be about 20 and wears the kind of nonsexual clothes girls from the projects use when they just want to be invisible. That is a disguise; back when she had a real name, Scurmune looked more like a country girl and she did enjoy dresses.
Now, however, what with all the frenzies she underwent after mishandling fire, she looks like a freak cousin of Catwoman meets Chewbacca.
Mostly though, you do not get to check on Scurmune, because she is nowhere to be seen. You can post a message to an Internet board, or leave a message in the crack of a pavement under a specific lamppost, or speak to a friend who knows a friend who knows how to get in touch with the Republic, etc. And when she first contacts you, nowadays, she also uses technology and intermediaries to protect herself the best she can.

The characteristics below reflect the power level of Scurmune when she transitions from “known Anarch” to “this chick with the crazy ideas” and before she graduates to “full-blown lunatic, please hand me the straitjacket”.

Clan: City Gangrel
Generation: 13th
Sire: Unknown
Nature: Survivor
Demeanor: Architect
Concept: deluded revolutionary
Embrace: 1988
Apparent Age: early 20s
Physical: Strength 3, Dexterity 5, Stamina 4
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 4 (Acrobatics), Brawl 3, Empathy 3, Leadership 3, Streetwise 2, Subterfuge 2
Skills: Crafts 1 (Traps), Etiquette 1, Drive 1, Firearms 2, Melee 2, Stealth 5, Survival 4
Knowledges: Computers 3, Medicine 1, Politics 2, Science 1 (Chemistry)
Disciples: Auspex 1, Celerity 5, Dominate 4, Fortitude 3, Obfuscate 4, Potence 1, Protean 4
Backgrounds: Allies 3, Contacts 2, Resources 3
Virtues: Conscience 3, Self-Control 3, Courage 5
Humanity 5
Willpower 9
Merits: Acute Sense (hearing and smell), Catlike Balance, Language (Spanish), Sabbat Survivor

[I toned down the characteristics from my veteran character, could be toned down more. Also, I have 40K+ words of history and notes about this character.]
Written in 2012.

Lockstep

Category: Novel
Page count: 351
Language: English
Author: Karl Schroeder
Publisher: Tor
Year of publication: 2014
ISBN: 978-0-7653-3726-9
Toby McGonigal wakes up from hibernation and apparently a whole lot of time has passed by and there are whole civilizations based upon hibernation technologies first pioneered by his family. These societies live in lockstep, harvesting resources for thirty years while everybody is sleeping, and spending them all in the span of a month. To other human societies, these lockstep cities and worlds are the stuff of legend, a bit like old stories about the fairies. This system simulates faster than light travel by having everybody sleep while people travel from one planet to another, enabling interplanetary trade and civilization. Will 17-year old Toby find friends to cope with this bizarre environment? Young adult novel ensues.

Review
The lockstep idea is really interesting and I bet there will be plenty of other writers to explore its possibilities.
- The novel relies on a series of unspoken assumptions, the first of which is that a whole lockstep civilization can survive thirty years of various historical, geological and astronomical events unscathed. There are workarounds - for example, the 360/1 lockstep could have made symbiotic deals with other lockstep civilizations, everybody watching the others while they sleep. But really -in this future, is there no violent species or civilization that would be glad to invade sleeping worlds?
- Ever since Timothy Leary had cryonic suspension enter into the public consciousness, there has been no shortage of people who wanted to be cryopreserved, if that is really a thing. Let's imagine a world where the 1% decide to skip the next two hundred years, leaving only enforcer bots in charge and teeming masses of scientists working tirelessly to revive them. The world would be ruled by dead people waiting to be revived and made immortal.
- Let's say you are old and lonely. You could skip time between visits from your relatives. Just be alive when your children come and visit you. Yes, that is creepy.

Outsourcing Paradise to the cold poisonous clouds of Planb

Dear newborn comrade,

It is considered appropriate to deliver important news, such as your recent birth, by means of a direct address. As a fellow proto-citizen and a graduate of the Baron Bodissey School of Life, it is my duty and honor to introduce you to this underground world where you have been born. I do not presume of your quality. You may be a newling (a new ‘soul’) or you may be an oldling. You will only learn whether this life is your first on the day you graduate to the immortal existence down below.

We stand on an island above an ocean located a mere 3 kilometer under the surface of a small, tidally locked moon orbiting Planb, a cold giant gas planet. This is not our cradle; our species came into existence on Unspiek, a smaller planet, closer to our class F main-sequence star, Farmera (1). Unspiek lies in what we call the habitable zone of the system - the orbit range at which surface water can stay in a liquid state. We evolved there from primitive forms of life to a spacefaring civilization.

In the long run we are all dead” quotes (2) do not hold sway on us hyper-advanced civilizations. People were functionally immortal, and there were thousands of billions of them. How did it work? We developed a system where new babies could be born while the entirety of individuals from past generations would remain alive, though functionally not at the same time (3). Babies were few and far between, but death had all but disappeared.

For millenias, our government accommodated our growing population, managing to handle it with great machinery to harvest the energy of our white star and efficient resource allocation.

This dynamism was somewhat cancerous. Outliers happen more easily in large data sets and some of them are bad news. Such a black swan happened on Unspiek and all but wiped out Unspiek-kind. The survivors concluded that centralized authority carries too much risk. It has an entropic quality: on the long run, it turns into the social equivalent of a black hole. There was something rotten on Unspiek, with compromised machines all over the place and corrupt authority embedded in the very stones. We needed a clean slate. To make sure of it, we scourged the place and put the emptiness of space between us and our home planet, still forbidden to this day, 45 million years later. We scattered our civilization between this moon, the planet below and a few asteroids.

With our new ethos of not allowing the past to dominate the present and not allowing the one to dominate the many, we moved to distributed life technologies. We rebuilt our civilization around the discrimination between the different stages of life and a lack of individuated government. Our focus on personal autonomy and redundancy ensures resilience to internal and external threats.

On this moon, we live like in the old days. Our tidally-powered systems provide us with comfort and energy. The surface of the moon is too small (radius: 460km) for all of Unspiek-kind. Thus, when their alloted time runs out, graduates of the School of Life design themselves a new extremophile frame, able to cope with the pressure and the atmosphere of Planb, and they dive down below.

The people from generations past live in the dihydrogen layers dozens or hundreds of km down below, in the planet’s own habitable zone, a range of altitudes dependent on individual frame specs, peculiar biochemistries and focus on resistance to stellar radiations or pressure, etc. They hold on to networking organisms that they bioengineer themselves to provide support.

Hostile to life as usual, Planb, given the proper hardware and operating system, has proven to be a decent environment for a computing system -with easy cooling (110K average in the stratosphere). The frames I told you about earlier are autonomous units that participate in what is essentially a computer the size of a planet. Soon, my own consciousness will be uploaded into one. As I integrate into the network, I will host even more pieces of (crypted) data. Mostly oblivious of my surroundings, I will be confined to virtual world environments, shared or not.

The whole society down below now revolves around earning access to bodily life by helping maintaining the system. Data is redundantly hosted, making the destruction of one or even a billion of units without lasting consequences for the individuals. Here on the moon, death is final. For an oldling, dying might be the very purpose of incarnation, while passing away in an untimely fashion could just mean that a new persona fails to be added to its expanding mind.

Was your birth just an expression of nostalgy? Are you a shared soul, the fruit of two minds’ love? Whatever the truth of your personal condition, enjoy your individuality. It will last until it is time for you to dive down below, comrade!

***

This story proposes one possible scenario for intelligent life on an exoplanet outside the habitable zone of a solar system. Dr. David Spergel, in his discussion with theoretical physicist Freeman Dyson about the circulation of life in the universe (4), remarked that, when talking about life in the Universe, the time scale is all-important: “life has probably started a billion year before than it did on Earth (or a billion year after)”, hence the necessity to consider the avenues of action open to “technologically advanced life”.

Also, as SF writer Sarah Newton puts it, “the very concept of ‘habitable zones’ is humanocentric” (4). When you plot on a graph the range of different temperatures to be found in the environments of the Universe, the 0 to 100C space is a thin line. Technology-enabled extremophiles thriving in other environments than liquid water might very well be the main form of life thoughout the Universe.

On Planb, life found its way to an extreme environment, thanks to intelligent design.

(1) Philip José Farmer-A ;)
(2) John Maynard Keynes
(3) example of such an idea with Dayworld - for a different take on hibernation see also Lockstep by Karl Schroeder
(4) Other Earth MOOC!
(5) Mindjammer RPG

*** *** ***

The 1,000-word text above was my third assignment in the Imagining Other Earths MOOC. I agree with the evaluations below (story is fun, science is weak).

Evaluations:
self → Some sentences are a mouthful and the science could be better. Otherwise, I am pretty happy about the end result. It was not at all what I envisioned at first, but I followed the idea, not the other way around.
peer 1 → Very entertaining and imaginative. My only query would be the use of Tidally powered systems on a tidally locked moon.
peer 2 → The scientific idea of examining a non humanocentric idea of the habitable zone and life on an exoplanet, but it was only made really clear to me by the foot note. The idea of this transplanted civilisation is strongly imagined, but I did find it quite hard to read and understand as the ideas were very densely packed in there!
peer 3 → Nice and creative work, enjoyed reading it.
peer 4 → Interesting thoughts presented here, I like this.
peer 5 → Obviously from a SF fan. It was clever and well-written but I just found it had too much fiction and not enough science. I really didn't see the "inventing a planet and solar system and describing it".
peer 6 → Very good work, thought-provoking,

The Ruin of Fomoria 12


year 7, late spring, 50 provinces; 2775 gold; 740 rp, 100 gems and 29 slaves
war lobsters in the province of kunal, 324 gold trapped behind
a fourth attempt scheduled next month; actually no defender left, the last one died of poison after chasing off my 48-strong army with his two buddies

Ur is busy exterminating Berytos

first skirmishes against Ulm, whose invasion armies had gained deep ground into Agarthan caverns until the cavemen got their act together and expelled them to the surface

two new Thrones: the Throne of Thorns (poison resistance) and the Throne of Nights (darkvision)
two thrones left, so I will try to leave Ulm alone and focus on Machaka and Ur which each hold one

my armies, backed with elemental royalty and swarms of wolves (thanks Conjuration 8, busy forging one artifact each month), can see the walls of Mababwe

at this stage, the issue of this game is no longer in doubt; the AI was not aggressive enough; plus, I am not sure the AI is good enough with blood-based nations; perhaps I should not have allowed Mictlan and Lanka in this game, or I should have given them greater power (Master level); on the other hand, these nations border Ulm which is really easy to handle for the computer

Once upon a motherboard... There was a slight hiccup and...

The Ruin of Fomoria 11

- THE COUNCIL IS NOW IN SESSION. I WILL BE YOUR PRESIDENT FOR THIS STRATEGIC MEETING.
- Yes, Sir President. What is on the menu, Sir?
- I HAVE ASSESSED THE BIG NATIONS OF THE WORLD. WE ARE GOING TO CRUSH THEM, AND FOR THAT WE NEED TO BE CLEVER AND THINK TWO-DIMENSIONALLY, USING SOMETHING CALLED SUBTLETY.
- Subtelty, Sir?
- MEANING, WE ARE ONLY GOING TO CRUSH THEM ONE OR TWO AT A TIME. BOY, READ THE LIST!
- Sir! "For your eye only... One. Fomoria, where the cold breaks stones and wine flows freely. Strengths: plagues, and getting invaded."
- US. SKIP THAT.
- "Two. Machaka, led by Aithon, diminished God of Birds and Parrots, Master of Discipline. Strengths: unbridled optimism and high scores on Scoville scale."
- AH, LAST YEAR'S BARBECUE. BULL'S NOT FIERCE ENOUGH TO BREAK OUR LINES AND WE HAVE YET TO MASS ENOUGH FIREPOWER TO MINIMIZE CASUALTIES WHEN HIGH COMMAND DECIDES WE PROCEED WITH THE INVASION. UNTIL THEN, TRENCH WARFARE. QUESTIONS? NEXT.
- "Three. Ur..."
- SKIP. NON-SWIMMING NEIGHBORS. SAME FOR BERYTOS. THEIR TURN WILL COME.
- Hmm. "Five. Lanka."
- WE COULD DO THEM. THEY HAVE STONE AND STICKS AND WE HAVE THE COGNITIVE REVOLUTION. WAIT, SCRAP THAT. THEY HAVE TO DEAL WITH ULM. LET'S NOT WEAKEN THEM MONKEY SATELLITE STATE. WE DON'T NEED ANOTHER MACHAKA AT OUR DOORSTEPS.
- Okay, skip faraway Ulm... Mictlan's dead. "Eight. Agartha." Uh, your list features them as "underground clowns and dirt-digging bandicoots". The last scout reports, if I may add, mention something about huge stockpiles of minerals - they are also rumored to have discovered "black gold", whatever that...
- OIL. OIL! LET'S DECLARE TO THEM! LET'S INVADE AND PLUNDER THEIR HERETIC CIVILIZATION! THINKING'S OVER, MEETING'S ADJOURNED, SEND THE FOMOTROOPERS!


Year 5. Late summer. 39 provinces, 2676 gold, 487 rp, 50 gems and 3 blood this month.
There are now three war theaters. On the Machaka front, nothing really happens. The largest hordes come from the northernest provinces. I have two armies there, each with a staff of storm. The AI keeps sending hordes of archers against my armies. You can guess how efficient that is.
These last few months, I have slowly begun to colonize the seas -obviously the game would have played differently had a sea nation been present or had Agartha been located at a more convenient place for them to expand underwater. I regret that the map is so unfit for sailing, at least when your capital is not on the island in the middle. Fomorian Kings are carriers and their main value, to me, is logistic. They carry armies and items. This ability to transport an army over long distances has been in other maps the cornerstone of my strategy: build strong forts that take time to break into, and you will always have enough time to bring back your heavy hitters for the showdown. Even if you don't, once you reach a certain amount of Fomorian Druids and Kings, they can hop into the fortress and help defend it with a zillion lightning bolts and undead. It's a matter of critical mass and piling on Air gems.
The big river marks a neat boundary for my southern expansion and I am content to let Lanka be while I focus on the Throne held by Agartha. Once it is done I will focus back on the Northern front.
I have 7 Wall Shakers and more being forged. I can ferry them to and from sieges with Flying Boots or rituals. Next month I plan to attack the province with the Throne, from two fronts: an army through the deep pit, and another across the sea, the target province being two sea provinces away from the capital. Sailing!

The Ruin of Fomoria 10

- Ei gh t em pir es.
The voice was raspy and slow and you had to stop humming and scratching yourself and keep your ear close to the darkness to grasp what it was saying.
- Angus does the reports. Who is this creep?
- Ladies and gentlecritters, Angus had a work accident that involved half a million Ulmish warriors and his sorry butt. This hazy, light-averse fellow does replace him as head of the Fomorian Intelligence Service.
I unfolded the large map.
- As you can see, our armies have conquered a not negligible part of the world, but seven other empires dispute the overlordship of Lord Lodhbh. We are fighting the hordes of Machaka for the time being. Provided Lanka and Agartha do not invite us in their ongoing war, we will keep pushing our exploration of the seas and, up North, we will in due time defeat the worshippers of Aithon. The Great White Bull got careless and we have banished him from this dimension for the time being.


- When Mababwe will be ours, we will face the armies of Enkidu warriors of the great city of Ur, and the soldiers of the vile empire of Berytos. How will we defeat those? The question remains open. We have an advantage, though.
On this cue, the Mictlanese ambassador stepped into the front. He was a silent, strong type man, impressive to behold, what will all those feathers and bones and strange weapons.
- Our friends from faraway Mictlan have agreed to an everlasting alliance!
A fat finger punched the map where Ur was rumored to stand.
- THIS IS THE EMPIRE-CRUSHING PINCER TECHNIQUE! THIS TWO THOUSAND YEAR OLD STRATEGIC MOVE HAS BEEN PASSED DOWN THROUGH GENERATIONS OF THE COBORLEACH FAMILY!
While we were all nodding our approval, something shadowy entered the Council chamber and began to share news from the East.


- THIS IS A TEMPORARY SETBACK. I KNOW WHERE TO FIND A POTENT FIVE THOUSAND YEAR OLD KINGDOM-KILLING WEAPON.
The rest I learned through indirect sources. The king went across the sea and searched the forest of Obocte until he stumbled on the legendary Silver Sarcophagus. He knocked before opening the age-old tomb and that might have been a mistake, for inside laid in wait a foul entity, Wormfood the Divine Mummy. The glorious heir to the Coborleach family is said to have survived only thanks to some ancient technique called the Invulnerable Flight-Controlled Exit Move.


Fall of Year 4 - 32 provinces, 1899 gold, 556 rp, 37 gems, 21 slaves
So I got the first of probably many 'You killed our God' messages. Aithon had little magic (A2N2E1) and did not buff himself a lot before jumping into the fray.
Mictlan dying of low dominion is bad news. I wonder how it happened.
Ouch, the Silver Sarcophagus event started right after discovery and the Divine Mummy was equipped with an Eye Shield. The King lost his one eye -but that is no big deal thanks to the wound-repairing Gift of Health.

The Ruin of Fomoria 9

The headache just wouldn't go. Most of the time, I'd find it impossible to work on these annals. If I'd just relax and daydream for a while, a comforting torpor would settle in, and I'd had visions. Wine-induced visions, I understood that much. I saw the ancient past, a younger, unbroken world, and I witnessed it through the eyes of an ancient vigil, whiling away eternity in front of an ancient bridge leading to the future, ever forbidden to cross it but rewarded with pleasure of the senses. It did not make much sense at the time.
In the end, the headache became unbearable, I surrendered my will and joined the crowd, down below in the crypts of Rath Chimbalth. We dug for weeks, used powerful spells to weaken the protective sigils. We were driven. We did not flinch when the glyphs killed the whole party. Too much of a strange power had seeped out of the underground prison already. We all failed to die, we resumed work and we broke in.
We found a small room, pregnant with unbidden darkness and old curses. Tuan stepped in. He was carrying a jar. He sang a song. There were bones on the floor.
Sacred wine was spilled. And the wine was blood, the wine was a body.
And we all bowed.




As you can see, I took an heavy bless, which also provides an excellent platform to cast Tartarian Gate and Gift of Health. It synergizes well with it: my sacreds are harder to kill, so they survive longer and get more experience. Gift of Health can take care of their afflictions and augment their hit points even more. On the other hand, my lack of Death income still hurts (and Dark Knowledge now costs 4 Death gems).

My pretender is here but so are the long-awaited Machakan swarms. Faced with about 760 units, my Northern army proceeds to retreat in the direction of a newly-erected fort. The lack of focus of the Machakan AI allows me to lose only two provinces so far.

Did I mention Gift of Health? A few months after Lodhbh breaks out of his prison, he casts Gift of Health with an healthy supplement of Nature gems. Of course, the ritual was no small undertaking. An assistant Fomorian druid even misspelled a syllable in a chant of power, resulting in an explosion -that was mostly contained, thank you very much.


After Gift of Health is cast, I station my northern army a few months in a dominion-soaked province in order for my warriors to shed their afflictions. Machaka just suicides a few armies on them. In friendly dominion, my giants now sport huge pools of hitpoints. (I clock a record at 172 on a King with Obesity.)

My pretender also empowers in Earth and proceeds to produce a few Crystal Shields for my army leading Kings, so they can cast Divine Bless and generally use even more awesome magic.

We are now late summer of Year 4: 30 provinces, 1811 gold, 529 rp, 37 gems and 17 slaves this month. (A monk named Herman joined the previously mentioned pilgrim for
Blood-empowered virgin-hunting fun in the province just south of my Throne.)