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Old 04-17-2012, 04:36 PM   #1
b-dog
 
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Default [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.
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Old 04-17-2012, 04:40 PM   #2
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Default 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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Old 04-17-2012, 05:05 PM   #3
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Default 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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Old 04-17-2012, 05:09 PM   #4
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

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Originally Posted by sir_pudding View Post
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.
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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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Old 04-17-2012, 06:07 PM   #5
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

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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Old 04-17-2012, 06:11 PM   #6
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

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Originally Posted by ULFGARD View Post
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.
Sure that's what I was saying. It'll look like something three dimensional and if it moves through any higher dimensions it may appear to change shape. In which case you have a clue to it's actual shape, but can't see or interact directly with the n-dimensional parts. Which can make for a pretty cool puzzle if you, for instance need to predict when it's going to be "open" again.
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Old 04-17-2012, 07:14 PM   #7
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

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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Old 04-17-2012, 07:17 PM   #8
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

Quote:
Originally Posted by sir_pudding View Post
Sure that's what I was saying. It'll look like something three dimensional and if it moves through any higher dimensions it may appear to change shape. In which case you have a clue to it's actual shape, but can't see or interact directly with the n-dimensional parts. Which can make for a pretty cool puzzle if you, for instance need to predict when it's going to be "open" again.
Well, I would think then that in order to be able to know about Non-Euclidean doors you would need a spell cast upon you to be able to perceive extra-dimensional geometry? But still I like the idea of people having a feeling that something is not right. Maybe only those with Danger Sense might know?
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Old 04-17-2012, 07:27 PM   #9
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Default Re: [DF] Non-Euclidean Architecture in dungeons questions.

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Originally Posted by b-dog View Post
Well, I would think then that in order to be able to know about Non-Euclidean doors you would need a spell cast upon you to be able to perceive extra-dimensional geometry?
To perceive a non-Euclidean door (like a triangular door in a sphere shaped wall) you'd need no such thing. Really there's nothing that spectacular about non-Euclidean geometry. It just refers to systems that don't use the fifth Euclidean postulate.

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:
But still I like the idea of people having a feeling that something is not right. Maybe only those with Danger Sense might know?
It could (probably) should look really weird. A door through n-space, might look like a weird set of three dimensional objects just suspended immobile in the air until something opens it, in which case the shapes move and disappear, new shapes appear. If left open it stops in a new configuration. If closed it returns to the original configuration.

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.

Last edited by sir_pudding; 04-17-2012 at 07:33 PM.
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Old 04-17-2012, 07:39 PM   #10
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Default 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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