As a cyborg being initiated into a feedback loop with the environment of Hommlet, it is important to recognize the mechanics that establish the ontological joins between the player and the system of
Dungeons & Dragons. Communication in the feedback loop takes form in numbers and formulas along with narration; both ends adapt to the current status of each other's instantiations, the state of the player's character and the moment in time in the imagined environment. Players of the game possess a character sheet with the relevant information they need to interact with the system, and the Dungeon Master, the author, has guides and lists of formulas for the appropriate narrative situations. All of this is important within the framework of art because of the meaning behind become a cyborg; Haraway says "the cyborg is committed to partiality, irony, intimacy, and perversity" and takes a post-structuralist bend with breaking down oppositions ("A Cyborg Manifesto"). The character is indeed the player, and the player is part of the system-- the lack of a distinct border shows that the methodology, values, and reactions of the system become a part of the player, a similar relationship that critics sees as the transference of culture from canon art to audiences. In their dissertation on rhetoric and game criticism, Gerald Voorhees sees Haraway's theory as a tie between cybernetics and games as to transcend the mere output of a system, but as a unique experience that requires an adaptable authored system and a responsive player (
Simulations of the Self 20-21).
Cyborc's journey through Hommlet will be tightly structured in order to maximize the transparency of the feedback loop, and a pattern in the player's actions will eventually arise after enough information is revealed to show that the character isn't only a narrative creation, but also instantiated as numbers in the system. Because of this, the player anticipates and molds their thinking in accordance to how the system has been reacting to their input, and a cyborg is born.
The system will be primarily reacting to this information:
Name: Cyborc
Male Half-Orc Fighter Level 1
Neutral Good
Strength | 16 |
|
Dexterity | 7 |
|
Constitution | 13 |
|
Intelligence | 15 |
|
Wisdom | 17 |
|
Charisma | 11 |
|
Hit Points: 11
Initiative modifier: | -2 | = -2 [dexterity] |
Fortitude save: | +3 | = 2 [base] +1 [constitution] |
Reflex save: | -2 | = 0 [base] -2 [dexterity] |
Will save: | +3 | = 0 [base] +3 [wisdom] |
Attack (handheld): | +4 | = 1 [base] +3 [strength] |
Attack (unarmed): | +4 | = 1 [base] +3 [strength] |
Attack (missile): | -1 | = 1 [base] -2 [dexterity] |
Grapple check: | +4 | = 1 [base] +3 [strength] |
Feats:
Combat Reflexes | |
Investigator | |
Traits:
Skill Name | Key
Ability | Skill
Modifier | Ability
Modifier | Ranks | Misc.
Modifier |
Appraise | Int | 2.5 = | +2 | +0.5 | |
Balance | Dex* | -2 = | -2 | | |
Bluff | Cha | 0 = | +0 | | |
Climb | Str* | 3 = | +3 | | |
Concentration | Con | 2 = | +1 | +1 | |
Craft | Int | 2 = | +2 | | |
Diplomacy | Cha | 0.5 = | +0 | +0.5 | |
Disable Device | Int | 2.5 = | +2 | +0.5 | |
Disguise | Cha | 0.5 = | +0 | +0.5 | |
Escape Artist | Dex* | -1.5 = | -2 | +0.5 | |
Forgery | Int | 2 = | +2 | | |
Gather Information | Cha | 2 = | +0 | | +2 [investigator] |
Heal | Wis | 3.5 = | +3 | +0.5 | |
Hide | Dex* | -2 = | -2 | | |
Intimidate | Cha | 1 = | +0 | +1 | |
Jump | Str* | 3 = | +3 | | |
Knowledge (dungeoneering) | Int | 2.5 = | +2 | +0.5 | |
Knowledge (local) | Int | 2.5 = | +2 | +0.5 | |
Knowledge (religion) | Int | 2.5 = | +2 | +0.5 | |
Listen | Wis | 3 = | +3 | | |
Move Silently | Dex* | -2 = | -2 | | |
Open Lock | Dex | -1.5 = | -2 | +0.5 | |
Perform | Cha | 0 = | +0 | | |
Ride | Dex | -2 = | -2 | | |
Search | Int | 4 = | +2 | | +2 [investigator] |
Sense Motive | Wis | 3 = | +3 | | |
Spot | Wis | 3 = | +3 | | |
Survival | Wis | 3.5 = | +3 | +0.5 | |
Swim | Str** | 5 = | +3 | +2 | |
Use Rope | Dex | -2 = | -2 | | |
|
|
These numbers will be used in "checks," formulas that decide the outcome of an event. A check requires a Difficulty Class (DC), a number to match depending on the difficulty of the task, and a dice roll (typically d20) that is modified depending on the skill level. The narrative result depends on the relation between the DC and the modified dice roll, typically ending in success or failure, but sometimes other outcomes are possible. Taking this in as a part of Cyborc, we start his story heading to the Inn of the Welcome Wench to uncover the mystery of Hommlet.