[DF] Non-Euclidean Architecture in dungeons questions.
So in my dungeons there are Elder Things that live long with the rest of the dungeon tropes. They use Non-Euclidean architecture to hide their doors and living spaces so that they will not be noticed in the dungeon although areas where they have Non-Euclidean gates are often shunned by other monsters due to some innate danger sense. Deep Ones might have a Non-Euclidean door at the bottom of a pool in a cavern which most other dungeon denizens avoid. Other Elder Things may have Non-Euclidean doors in the walls of dungeons which are unknown to other monsters as they likely can not comprehend them or even if they could be able to navigate through them.
So here is the problem I am having, how to use GURPS skills to detect them and to be able to go through them? Spells like See Secrets might have some chance to detect them as they are designed to be secret doors to 3-space creatures. But on the other hand the Non-Euclidean doors are alien to the 3-space reality of the spell caster and thus it would be not seem right to have the See Secrets spell easily detect them IMO. But there should be a chance to know that something is not right about a certain wall or cavern I would think. I don't think Detect Gate should work because Non-Euclidean doors are not gateways to other planes of existence like Astral Plane, Hell, Spirit etc. They are instead part of mundane reality albeit extra-dimensional. They also are not magical in any way IMO as they are part of reality that man was not meant to know. I think there should be some spells that can be learned to detect Non-Euclidean doors but these are secret spells that are found in forbidden texts. I am not sure how to make these Non-Euclidean doors be somewhat detectable (maybe just that there is a feeling that something is not right about a certain area) but that they are beyond the knowledge of normal spells like See Secrets. So if anyone has any ideas as to how to help me with this then please post. There are also Non-Euclidean rooms and hallways that are difficult for 3-space beings to walk through and navigate. What kind of penalties would you assign to 3-space PCs who try to do so? There may be some secret spells that can help PCs to be able to navigate in extra-dimensional areas and PCs might be able to learn to navigate in them by reading texts as well although doing so might make them insane. So what I would like is to have ideas to help to make my dungeon fair yet keep the Non-Euclidean architecture alien to 3-space delvers. Thanks. |
Re: [DF] Non-Euclidean Architecture in dungeons questions.
How about having Hidden Lore (Elder Things) work to help notice this? Or give characters with Elder Gift the ability to perceive this (or a bonus to offset the undoubted Per penalty to notice that things just ARE NOT RIGHT).
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Re: [DF] Non-Euclidean Architecture in dungeons questions.
Figures based on non-euclidean geometry are as easy to perceive as those based in euclidean geometry. A triangle drawn on a sphere is non-euclidean for example. Solving puzzles involving non-euclidean geometry might be tricky. Formally it is TL5 Mathematics, so you could give TL penalties when dealing with systems in without the fifth postulate.
What you actually seem to talking about is higher spatial dimensions, however. Really it ought to be flat out impossible for 3D beings to perceive anything other than the 3D portions of a higher dimensional object (just as it is for the Flatlander to perceive the height of a 3D object intersecting flatland). In DF I'd use Thaumatology or Hidden Lore (Elder Things) for attempts to model or predict the behavior of an n-dimensional object (in another game Mathematics is probably more appropriate). |
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Sorry, couldn't resist. He was my favorite character. If it's higher spacial dimensions, there still has to be some intersection. If so, then what it looks like might be perceivable by 3-D beings, though it might not make any sense. If it is completely invisible, though, then it is inherently unfair, as there isn't anything to discover it other than dumb luck. Though if it is an intersection to another slice of 3-space, then it is effectively a gate, and Detect Gate ought to be able to find it. Mathematics might do it. But I'd still think it would be a Hidden Lore skill (in keeping with DF). |
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This came up when a friend was writing a text adventure game for an advanced java class in the mid-90's. He made the mistake of asking me to beta test it.
Go north. Take Sword. etc. Knowing early Java, and knowing how people were abusing it at the time, I tried the following command: "Take north". Of course, to save time, he wrote every object to inherit from one big object called Object. So now the direction "north" was in my bag. As long as it was in there, I couldn't actually go north. Neither could wandering monsters. Rather than insert protection routines or re-architect the program, which was due in a day or two, he re-imagined the whole game as a surrealist exploration. The infocom games did much the same thing once in a while... illogical things that could be described textually but not actually shown in a graphic game. So I say, if it's That Kind of Game, use synesthesia and paradoxes and logical inconsistencies to your advantage. I think the way to pull this off is to let the players' imagination run wild; don't limit yourself overmuch with game mechanics. Reward players for wild ideas. If they insist, then give them a Hidden Lore roll once in a while. Double the bonuses and penalties for things like Hidebound and Versatile. |
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Another thing to consider for Non-Euclidean doors is that they may be locked. The silver key may open them but if there is no key would Thieves have any way to pick them? These locks might be too alien for them and only those with Hidden Lore (Elder Things) might be able to open them. Of course a Thief might also have Hidden Lore (Elder Things).
An example of Non-Euclidean architecture in Hall of the Fire Giant King might be the wall of tentacles. This seems to be an ordinary wall until PCs pass by it and then 20 tentacles lash out at them along with two beaked mouths. With Non-Euclidean architecture this "wall" might be constructed with enough extra dimensional geometry to be able to house some sort of tentacled eldritch horror. The fact that the drow who serve the Elder Eye (a D&D version of a Lovecraftian deity) can freely pass through it might indicate that those drow can comprehend the Non-Euclidean geometry of the wall. An example from a dungeon I am running would be a pit where goblin-kin, trolls and ogres throw sacrificial victims into for good luck is actually a Non-Euclidean door to another dimension built ages past by the Sakyss in order to try to allow an Elder God into 3-space reality so they could destroy it. But the decline of the Sakyss led to this temple being abandoned. The temple was left in ruin until goblin-kin, trolls and ogres thought it would be a good place for a lair. The Elder God was able to emanate psionic telepathic powers that urged the new occupants to be "feed" their god by dropping an occasional sacrifice victim down into a pit inside the temple. The bottom of the pit has as extra-dimensional door that allow the Elder Gods to be able to extrude some tentacles and pull the victim through the door to be devoured. The Elder God spends most of his time sleeping but when certain chants and rituals are performed then he wakes up and waits for his food. In exchange he grants some favors to the goblin-kin, trolls and ogres. |
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As far as n-dimensional features are concerned I'm not sure I'd allow a spell to allow someone to actually perceive the higher dimensions directly. Certainly no existing spell does this. If you do have a spell that does this, and since you are running cosmic horror, you might have it work something like Professor Tilinghast's device in "From Beyond". Quote:
EDIT: You could have a puzzle where an object rotates in n-space when certain things are done in 3-space. The 3-space parts of the object can actually be in completely different rooms of the dungeon and you need to move them for some reason. |
Re: [DF] Non-Euclidean Architecture in dungeons questions.
Okay what would be some effects of non-euclidean geometry for a room?
It occurs to me that if the whole room had non-euclidean geometry it would mess with the visuals pretty hard. For example normally when looking at something far away your two lines of site from your eyes are at 180 degrees. Now to not see double your eyes would need to less than 180. So one piece of info you would be getting is that monster 500 feet away is right in your face. A bunch of other things would be wrong too I'm pretty sure, but I don't feel like carefully thinking about non-euclidean geometry and how lens work to figure it all out. |
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In real life, non-Euclidean geometry refers to geometry that isn't on a flat surface. (Start at the North Pole, draw a line down the Prime Meridian to the Equator, make a 90-degree turn, draw a line to the 90th Meridian, make a 90-degree turn, and draw a line to the North Pole. You've just drawn a a really big triangle - the lines are as straight as the medium allows - with three 90-degree angles. If that triangle isn't non-Euclidean, I don't know what is.)
So, don't use flat surfaces... anywhere... |
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I love being pedantic too, but one post is enough. |
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Run your fingers "straight" across the walls with closed eyes and friends watching. When they see you do something "impossible" or "wrong" you've found something.
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One definition is easy to work with, the other is a puddle. |
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You could also use non-euclidean three space. I would probably go with hyperbolic space. This is fun. Lets say the PC's walk 100 yards down a hallway, and then they make a 90 degree right turn. They do this three more times. Normal geometry they are back at the starting point. But with hyperbolic geometry they aren't back yet. Navigation would be extremely hard unless they knew what kind of geometry they were in. They might not even be able to do it, other than remembering where they've been. If you read a text on non-euclidean geometries and then applied it to navigating it might be possible, but I would argue it requires a whole new skill, or a hefty penalty. |
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I made a maze in a MOO that was a hypercube - a 4 dimensional cube. You can walk in a "straight" line and end up in the same room you started in, only arriving by another wall. Requires relative gravity to "work".
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And still, I say that far more people use the word that way, than the mathematicians' way. |
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This is hurting my brain. First I had to read up on non-Euclidean geometry. And I think Lovecraft used the term incorrectly to imply higher dimensional existence. I agree with Sir Pudding.
But if what was originally looked for was a way to model a mind bending architecture that has components outside of what can be perceived by a normal 3D being... I think you're going to get into some really nutty rules that are hard to deal with. I like the idea someone posted about expected navigation not working. Retracing a path being the only way you can "navigate"... but maybe that doesn't even work... as time passes the 4D object changes. Heck, just standing still might show the observer that things are changing as time passes. I think that what I would do is just make it a penalty to the perception check, and maybe provide a spell that can give a bonus to perception checks specifically for that situation. Probably a penalty to navigation or checks to keep a bearing too (like someone else mentioned). It seems simplest rules-wise, and then you can make it as trippy as you want with descriptions as you play. People who practice finding their way around in these oddity-spaces might even learn the navigation skill specific to them, and get better at finding their way around. |
Re: [DF] Non-Euclidean Architecture in dungeons questions.
There are infinite possible non-euclidean geometries but at any given point, they fall into one of two categories, elliptical and hyperbolic. Elliptical doesn't requite higher dimensional embedding space but hyperbolic does. Hyperbolic 3-space just won't fit in euclidean 3-space. So the discussions of extra dimensions and non-euclidean geometries may be more connected than "Lovecraft made a mistake" (note: I'm not an expert on Lovecraft).
Also, even though there are three categories of shape, a given non-euclidean space might be of any degree of departure from the euclidean. This means that there can be spaces that are only slightly non-euclidean (like where we live on the surface of the earth) all the way up to extremely non-euclidean (Lovecraftean if you will). DF delvers could gradually enter a world that is more and more non-euclidean. There can be gradually building penalties to spatial skills. In the beginning, they may not realize where the -1s and -2s are coming from. They could think they're drugged or have been mind zapped or there is magic in the rooms they're in. You could adapt RPKs rules in Psionic Powers for determining when your character has been influenced by psionics to see when the PCs realize that it's space itself that has gone wonky. Also, penalties for functioning in unfamiliar geometries don't need to be restricted to Navigation-like skills. Really any skill that has a spatial component can be penalized. Anything from combat skills to Lockpicking could be distorted. How much something would be effected would relate to scale. In a moderately distorted space, long range things like Navigation and archery could suffer a -5 while short range things like melee and climbing could get -3 and very short range things like Lockpicking and Pickpocket could only have -1. In a slightly bent space, maybe only the long-range things get a small penalty and everything else works fine. And in very bent space, all these penalties could be much higher. There is a continuum of possibilities. The idea is that any action that incorporates movement through space can be penalized for those unfamiliar with that space and the size of the penalty is proportionate to the lengths involved in said movement. In a bent enough space, even spells with 0 range could be effected if they required gestures. There could be a slow process of getting used to the new spaces. Maybe each day in a given space lets you roll IQ at a penalty equal to that spaces effect on very small activities. Success lets you shave a -1 off actions in that space. Or you could say there is a skill, Non-euclidean Maneuvering, that you can roll before acting that lets you eliminate space-distortion penalties for that turn. I'd probably use Blind Fighting as a precedent to call it a very hard skill. So IQ/VH. GMs can apply penalties to taste. It could have a default but someone would probably need to have some exposure to non-euclidean space before having access to the default. The type of geometry and the degree of curvature need not be the same for neighboring locations either. There can be a gradual increase in curvature deeper in the dungeon but there can also be local distortions of any degree to suit the GM's fancy. Stepping from one space into another could be disorienting. It could give further penalties to actions as a character is applying what they learned from the last space to a space that behaves quite differently. Presumably there would be monsters in these spaces that are at home there. Even a goblin could be dangerous if the party has huge space-distortion penalties and the goblin doesn't... not to mention elder horrors. If it's a place that non-euclidean creatures haven't visited before, there could be signs that they are used to reading that indicate the type of space they're entering. Clever PCs could gradually learn these signs to their benefit. The symbols on the walls could be more than decoration. Even more clever PCs could change the signs to get a few turns of a "taste of your own medicine" type ambush (which could of course backfire with those elder horror who know have a sense for the shapes). Also, risk-taking PCs could mind read non-euclidean natives to get insights into how to maneuver the strange, new spaces. Finally, one should not overlook the fun that can be had with gravity in these spaces. Einstein's GToR relates gravity to the curvature to space. Maybe the DF world uses some kind of GToR too. So rules-lawyery-physics-expert-players notwithstanding, the GM can make up pretty much whatever kind of gravity changes they want. Maybe in one room, all the walls are really floors. Go crazy with Escher stairs, triple encumbrance penalties in a corridor, etc. It sounds like a fun premise. |
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If you don't have some way to observe the additional dimensions, I don't think the fact that it's higher-dimensional geometry is going to be of any use. A side effect of not seeing all the dimensions in play is that objects may move, or not move, in seemingly impossible ways. An 'object' with no visible support might be firmly attached to the structure outside of your current cross section. Also, of course, there's always the fun of colliding with things along an axis you don't really have. Which is sort of problematic, really. I mean, if a hyper-cone hits someone point-first along the fourth dimension you can imagine a sphere appearing and expanding inside them, killing them messily in a manner I imagine the OP would approve of. But what happens if it hits base-first instead? |
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Well, next time the Psi in my game gets a psi phenomina while in elder thing infested territory, the whole group is going to end up trapped in a hypercube, and the only way to exit it will be to trace an Euler cycle on it... of course, each room will have an encounter each time they go through it...
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The idea that space itself was curved and thus all geometry is non-euclidean was especially objectionable to people used to the idea that Euclid was fundamentally right and this was natural law. The president of Notre Dame University, a theologian, wrote a book proving by impeccable Catholic logic that space really was Euclidean and therefore Einstein was fundamentally wrong. The book makes no sense in mathematics or physics terms, of course. So Lovecraft seems to have been exploiting the horror that certain ideas held for people with conventional educations at the time he was writing. The resistance rather went away with the advent of the nuclear age, and the revelation of the true horrors of WWII. |
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Come to think of it, elder horrors could not only have weirdly bent space but strangely connected space as well. There is no limit to how confused a devious GM can make the PCs. |
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Hmm a Moebius corridor! Make them hold the sword with the other hand at the end of it !
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Fun fact: if you join the edges of two Möbius strips, you get a Klein bottle.
Other fun fact: if you were a two-dimensional creature that lived in a surface shaped like a Möbius strip or Klein bottle, and you left home and traveled all the way around the strip (or bottle), you would come back as a mirror image of yourself. That is, form the point of view of other people who stayed behind, you would appear reversed left-to-right. But from your point of view, everyone else would appear to have been mirror-reversed. Surfaces like Möbius strips and Klein bottles are called non-orientable. If you put your party into a non-orientable space, and they pick the wrong route through it, they may come back from the dungeon left-handed where they used to be right handed. Also, they'd be able to read and write only with great difficulty. And if you want to be really mean, they'd start wasting away because they would now need some left-handed amino acids in their diets, while nature only provides right-handed ones. |
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BTW, it's actually a neat way of forcing PCs back into the Eldritch Place. Just need to find a way to explain it to them. |
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Let me define the set-up: The party starts in the white cube. They see that they are in a cubical room with one exit in each face. They see cyan down, blue up, orange in front, magenta behind, red left, and yellow right, ok? they decide to go forward, and so move into orange. They still have cyan down, blue up, red left, and yellow right. They have now green in front, and white behind. They continue straight, and still have cyan down, blue up, red left, and yellow right, but now have magenta in front, and orange behind. From orange they will move into white again and complete the cycle. Would they end up mirrored at some point in their travels? The escape route I plan for them is to travel in an Eulerian cycle, that is, if each cube is a node, and each cube interface is a vertex, they must travel through the cube and go through every vertex without going twice through the same one. Would this mirror them? would it depend on the trail selected? |
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The ordinary mobius strip (one that anyone can make with paper, scissors, and tape) has Gaussian curvature of zero. Parallel lines drawn on it will neither converge nor diverge. Now it is true that a line may parallel itself on a mobius strip. And this situation isn't ordinary plane euclidean geometry. But it isn't non-euclidean. "Non-euclidean" is a strictly defined term referring to spaces in which the 5th postulate is not true. Such spaces have non-zero Gaussian curvature. |
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I'm surprised no one has mentioned the horrible horror movie sequel called, "Hypercube".
It also had temporal oddities. |
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1)For every point A and for every point B not equal to A there exists a unique line that passes through A and B. This fails since on a Mobius strip if you draw a line going along the strip when you get back to the start (what you called a line parallel to itself) you'll start hitting points that you could hit by drawing a different a shorter line. 2. For every segment AB and for every segment CD there exists a unique point E such that B is between A and E and such that segment CD is congruent to segment BE. This fails as well. A simple line going along the strip has a maximum length. A line that is 90 degrees to that also would have either a maximum length or a infinite length. Either way it becomes pretty easy to make it so one of the lines can't be extended far enough. The surface of a Mobius strip is NOT a euclidean geometry. |
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This is certainly doable, and no, they will not end up mirror-imaged. Any hypercube has a definite inside and outside, and so is orientable, so the players won't end up mirror-reversed no matter what route they take. That's all right, though, because the real fun in a tesseract is the gravity. Start in any cube, go forward two cubes, then up two cubes. You're now back where you started, but but you did not come up through the floor -- you came up through the ceiling, or what appeared to be the ceiling when you were first in that cube. Does this mean your personal gravity is now re-oriented and your new floor is what used to be your ceiling, or does the old floor remain a floor and you fall on your head? Up to the GM, but I think the first option is both more fun and more elegant. Dragon magazine had an article on a tesseract dungeon sometime in the 80s, I think, and Bruno mentioned one of her own design just a few posts upthread. |
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As for gravity, I have 2 alternatives, either personal gravity depends on the side you enter the cube from (so it depends on the path followed), or it is always perpendicular to to the face you're standing in (so down is always away from the center of the cube) |
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Adventure in an Escher painting?
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Now if B is a line and not a ray, then you have the situation of B getting farther from A and closer to the edge in both directions. Now after your first pass, you can hold the paper up to the light and see that B has also intersected itself. This allows for the sort of situation Ulzgoroth was presumably referring to, that of multiple intersections. This occurs not only in the 2-line scenario that he brings up, but is found even in the one line situation. Quote:
But this distinction between not euclidean and non-euclidean isn't trivial. It defines what the thread is about. The OP asked about non-euclidean architecture. To start talking about systems which might violate some postulates but not the 5th gets off topic and runs the risk of confusing people. I would think that bringing up such a system is the perfect time to point out what non-euclidean means. Quote:
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What I was ineffectually getting at in my last post was that if it doesn't violate the 5th postulate, it is not non-euclidean. ______________ Basically it seems like we're talking past each other. You seem to be arguing that mobius strips are not euclidean. I conceded this in post 46. And I'm saying they are not required to be non-euclidean. You seem to acknowledge the 5th postulate's importance in your last post. Looking back it appears that we have both been guilty of thinking the other was arguing against something they weren't. Sadly, on my limited time on forums, this sort of thing seems to be the norm. Regards. |
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I genuinely thought the OP meant non-euclidean and really ran with it in post 27. I thought the idea was pretty cool actually. But if he was talking about something else... don't mind me. |
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