Author Topic: Game Fodder / Story Fodder  (Read 887205 times)

TRNSHMN

  • Slayer of the Dread Gazebo
  • *
  • Posts: 29
  • Even less impressive IRL
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #825 on: October 31, 2015, 07:25:14 PM »
So, unsure how well known or not this might be, but I just found this and it's kind of amazing. They're called a number of names according to wikipedia, including 'ribs' or 'roentgenizdats'. During the Soviet times, it was difficult to get banned music distributed. So someone figured out that by cutting grooves into x-ray shots they snipped into record shapes, they could produce (low quality) phonograph records.

There's a site that deals with them that has a few you can listen to.

TRNSHMN

  • Slayer of the Dread Gazebo
  • *
  • Posts: 29
  • Even less impressive IRL
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #826 on: October 31, 2015, 07:26:48 PM »
A site to which I completely forgot to include the link.

http://www.x-rayaudio.squarespace.com/

Gorkamorka

  • Oregon Trail 13 Superstar
  • *****
  • Posts: 646
  • Let me GURPS that for you.
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #827 on: November 04, 2015, 05:10:38 AM »
There has  to be a Delta Green game in this.

What happens when a cults get famous people digitally spread their madness?

Bad 90s music, that's what happens.

<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>
Gorkamorka (Fridrik)

pigsinspaces

  • Slayer of the Dread Gazebo
  • *
  • Posts: 23
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #828 on: November 08, 2015, 04:50:52 PM »
Guy graphed all the predicted "ends of world" from history ... Trending to a point perhaps? http://www.limn.co.za/2015/10/a-timeline-of-when-the-world-ended/

Henry Hankovitch

  • Zombie Apocalypse Survivor
  • **
  • Posts: 61
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #829 on: November 08, 2015, 07:09:35 PM »
So, unsure how well known or not this might be, but I just found this and it's kind of amazing. They're called a number of names according to wikipedia, including 'ribs' or 'roentgenizdats'. During the Soviet times, it was difficult to get banned music distributed. So someone figured out that by cutting grooves into x-ray shots they snipped into record shapes, they could produce (low quality) phonograph records.

I don't know if you're old enough to recall this, but they used to use the same sort of material to make cheap, flexible records that you could put into magazines and such.  The X-ray bootleg element definitely adds a layer of cool to it.

https://www.youtube.com/watch?v=ubgwVwK0SPg

Twisting H

  • I dream in graph paper lines
  • ****
  • Posts: 384
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #830 on: November 13, 2015, 06:42:18 PM »
So, unsure how well known or not this might be, but I just found this and it's kind of amazing. They're called a number of names according to wikipedia, including 'ribs' or 'roentgenizdats'. During the Soviet times, it was difficult to get banned music distributed. So someone figured out that by cutting grooves into x-ray shots they snipped into record shapes, they could produce (low quality) phonograph records.

There's a site that deals with them that has a few you can listen to.

I was not aware of this. That is very cool.

There has  to be a Delta Green game in this.

What happens when a cults get famous people digitally spread their madness?

Bad 90s music, that's what happens.

<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>


I forget which Delta Green supplement it was, but there was a Hastur inspired musical group that was promoted/supported by The Fate that was spreading the Yellow Sign through their music.

Twisting H

  • I dream in graph paper lines
  • ****
  • Posts: 384
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #831 on: November 13, 2015, 06:45:18 PM »
I was reading an Interview with Steven King on the Rolling Stone site that was published back in 2014.

http://www.rollingstone.com/culture/features/stephen-king-the-rolling-stone-interview-20141031

This sent a shiver of existential dread up my spine. Pure Cosmic Horror material.  Could be used for the vanished alien civilizations of Eclipse Phase too.

Quote
How about evil? Do you believe there is such a thing?
I believe in evil, but all my life I've gone back and forth about whether or not there's an outside evil, whether or not there's a force in the world that really wants to destroy us, from the inside out, individually and collectively. Or whether it all comes from inside and that it's all part of genetics and environment. When you find somebody like, let's say, Ted Bundy, who tortured and killed all those women and sometimes went back and had sex with the dead bodies, I don't think when you look at his upbringing you can say, "Oh, that's because Mommy put a clothespin on his dick when he was four." That behavior was hard-wired. Evil is inside us. The older I get, the less I think there's some sort of outside devilish influence; it comes from people. And unless we're able to address that issue, sooner or later, we'll fucking kill ourselves.

What do you mean?
I read a thing on Huffington Post about a month ago that stayed with me. It was very troubling. It was a pop-science thing, which is all I can understand. It said we've been listening to the stars for 50 years, looking for any signs of life, and there's been nothing but silence. When you see what's going on in the world today, and you have all this conflict, and our technological expertise has far outraced our ability to manage our own emotions – you see it right now with ISIS – what's the solution? The only solution we see with ISIS is to bomb the shit out of those motherfuckers so that they just can't roll over the world. And that's what's scary about that silence – maybe all intelligent races hit this level of violence and technological advances that they can't get past. And then they just puff out. You hit the wall and that's it.

SynapticError

  • Slayer of the Dread Gazebo
  • *
  • Posts: 18
  • The maze of my mind has yet to let me free.
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #832 on: November 13, 2015, 08:02:56 PM »
The Cape is called the Ocean's Graveyard.  One fifty-mile stretch alone has over 3,000 shipwrecks.  People would run out after the ships had crashed to steal the cargo and items on any dead men who had washed ashore.  The winter meant as many as two wrecks a month and people who managed to swim ashore would freeze on the sand.
(http://www.nps.gov/caco/learn/historyculture/shipwrecks.htm)
Call of Cthulhu Adventure?  Shadow over Innsmouth mentioned Fiji cultists were there.  Or Delta Green, for a more "frozen in time" feel.

Quotes!
"Lighthouses, from ancient times, have fascinated members of the human race. There is something about a lighted beacon that suggests hope and trust and appeals to the better instincts of mankind"
Easily manipulated by a corrupted keeper, like some weird tweed-wearing siren.

"East of America, there stands in the open Atlantic the last fragment of an ancient and vanished land. Worn by the breakers and the rains, and disintegrated by the wind, it still stands bold."  The Cape, historically, was a dark, harsh, lonely place.  It reminds you of that occasionally.   
"I put my first dollar in a frame.  I'm still waiting for the second."

Twisting H

  • I dream in graph paper lines
  • ****
  • Posts: 384
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #833 on: November 15, 2015, 07:38:43 PM »
Very cool. Very interesting.

Here is an article I've been meaning to post for a couple weeks.

Interesting discussion on the Indus script, the methods being used to translate it and discussion over the interpretation.

The utility for a Call of Cthulhu/Delta Green game is in the description of the still currently untranslated ancient scrips, and the very computational and abstract methods used to attempt to decipher them.

http://www.nature.com/news/ancient-civilization-cracking-the-indus-script-1.18587

Quote
Ancient civilization: Cracking the Indus script

20 October 2015

Andrew Robinson reflects on the most tantalizing of all the undeciphered scripts — that used in the civilization of the Indus valley in the third millennium bc.

The Indus civilization flourished for half a millennium from about 2600 bc to 1900 bc. Then it mysteriously declined and vanished from view. It remained invisible for almost 4,000 years until its ruins were discovered by accident in the 1920s by British and Indian archaeologists. Following almost a century of excavation, it is today regarded as a civilization worthy of comparison with those of ancient Egypt and Mesopotamia, as the beginning of Indian civilization and possibly as the origin of Hinduism.

More than a thousand Indus settlements covered at least 800,000 square kilometres of what is now Pakistan and northwestern India. It was the most extensive urban culture of its period, with a population of perhaps 1 million and a vigorous maritime export trade to the Gulf and cities such as Ur in Mesopotamia, where objects inscribed with Indus signs have been discovered. Astonishingly, the culture has left no archaeological evidence of armies or warfare.

Most Indus settlements were villages; some were towns, and at least five were substantial cities (see 'Where unicorns roamed'). The two largest, Mohenjo-daro — a World Heritage Site listed by the United Nations — located near the Indus river, and Harappa, by one of the tributaries, boasted street planning and house drainage worthy of the twentieth century ad. They hosted the world's first known toilets, along with complex stone weights, elaborately drilled gemstone necklaces and exquisitely carved seal stones featuring one of the world's stubbornly undeciphered scripts.

Follow the script

The Indus script is made up of partially pictographic signs and human and animal motifs including a puzzling 'unicorn'. These are inscribed on miniature steatite (soapstone) seal stones, terracotta tablets and occasionally on metal. The designs are “little masterpieces of controlled realism, with a monumental strength in one sense out of all proportion to their size and in another entirely related to it”, wrote the best-known excavator of the Indus civilization, Mortimer Wheeler, in 19681.

Once seen, the seal stones are never forgotten. I became smitten in the late 1980s when tasked to research the Indus script by a leading documentary producer. He hoped to entice the world's code-crackers with a substantial public prize. In the end, neither competition nor documentary got off the ground. But for me, important seeds were sown.

More than 100 attempts at decipherment have been published by professional scholars and others since the 1920s. Now — as a result of increased collaboration between archaeologists, linguists and experts in the digital humanities — it looks possible that the Indus script may yield some of its secrets.

Since the discovery of the Rosetta Stone in Egypt in 1799, and the consequent decipherment of the Egyptian hieroglyphs beginning in the 1820s, epigraphers have learnt how to read an encouraging number of once-enigmatic ancient scripts. For example, the Brahmi script from India was 'cracked' in the 1830s; cuneiform scripts (characterized by wedge-shaped impressions in clay) from Mesopotamia in the second half of the nineteenth century; the Linear B script from Greece in the 1950s; and the Mayan glyphs from Central America in the late twentieth century.

Several important scripts still have scholars scratching their heads: for example, Linear A, Etruscan from Italy, Rongorongo from Easter Island, the signs on the Phaistos Disc from the Greek island of Crete and, of course, the Indus script.

In 1932, Flinders Petrie — the most celebrated Egyptologist of his day — proposed an Indus decipherment on the basis of the supposed similarity of its pictographic principles to those of Egyptian hieroglyphs. In 1983, Indus excavator Walter Fairservis at the American Museum of Natural History in New York City, claimed in Scientific American2 that he could read the signs in a form of ancient Dravidian: the language family from southern India that includes Tamil. In 1987, Assyriologist James Kinnier Wilson at the University of Cambridge, UK, published an 'Indo-Sumerian' decipherment, based on a comparison of the Indus signs with similar-looking ones in cuneiform accounting tablets from Mesopotamia.

Three problems

In the 1990s and after, many Indian authors — including some academics — have claimed that the Indus script can be read in a form of early Sanskrit, the ancestral language of most north Indian languages including Hindi. In doing so, they support the controversial views of India's Hindu nationalist politicians that there has been a continuous, Sanskrit-speaking, Indian identity since the third millennium bc.

Whatever their differences, all Indus researchers agree that there is no consensus on the meaning of the script. There are three main problems. First, no firm information is available about its underlying language. Was this an ancestor of Sanskrit or Dravidian, or of some other Indian language family, such as Munda, or was it a language that has disappeared? Linear B was deciphered because the tablets turned out to be in an archaic form of Greek; Mayan glyphs because Mayan languages are still spoken. Second, no names of Indus rulers or personages are known from myths or historical records: no equivalents of Rameses or Ptolemy, who were known to hieroglyphic decipherers from records of ancient Egypt available in Greek.

Third, there is, as yet, no Indus bilingual inscription comparable to the Rosetta Stone (written in Egyptian and Greek). It is conceivable that such a treasure may exist in Mesopotamia, given its trade links with the Indus civilization. The Mayan decipherment started in 1876 using a sixteenth-century Spanish manuscript that recorded a discussion in colonial Yucatan between a Spanish priest and a Yucatec Mayan-speaking elder about ancient Mayan writing.

What we know

Indus scholars have achieved much in recent decades. A superb three-volume photographic corpus3 of Indus inscriptions, edited by the indefatigable Asko Parpola, an Indologist at the University of Helsinki, was published between 1987 and 2010 with the support of the United Nations Educational, Scientific and Cultural Organization; a fourth and final volume is still to come. The direction of writing — chiefly right to left — has been established by analysis of the positioning of groups of characters in many differing inscriptions. The segmentation of texts containing repeated sequences of characters, syntactic structures, the numeral system and the measuring system are partly understood.

Views vary on how many signs there are in the Indus script. In 1982, archaeologist Shikaripura Ranganatha Rao published a Sanskrit-based decipherment with just 62 signs4. Parpola put5 the number at about 425 in 1994 — an estimate supported by the leading Indus script researcher in India, Iravatham Mahadevan. At the other extreme is an implausibly high estimate6 of 958 signs, published this year by Bryan Wells, arising from his PhD at Harvard University in Cambridge, Massachusetts.

Nevertheless, almost every researcher accepts that the script contains too many signs to be either an alphabet or a syllabary (in which signs represent syllables), like Linear B. It is probably a logo-syllabic script — such as Sumerian cuneiform or Mayan glyphs — that is, a mixture of hundreds of logographic signs representing words and concepts, such as &, £ and %, and a much smaller subset representing syllables.

As for the language, the balance of evidence favours a proto-Dravidian language, not Sanskrit. Many scholars have proposed plausible Dravidian meanings for a few groups of characters based on Old Tamil, although none of these 'translations' has gained universal acceptance.

A minority of researchers query whether the Indus script was capable of expressing a spoken language, mainly because of the brevity of inscriptions. The carvings average five characters per text, and the longest has only 26. In 2004, historian Steve Farmer, computational linguist Richard Sproat (now a research scientist at Google) and Sanskrit researcher Michael Witzel at Harvard University caused a stir with a joint paper7 comparing the Indus script with a system of non-phonetic symbols akin to those of medieval European heraldry or the Neolithic Vinča culture from central and southeastern Europe8.

This theory seems unlikely, for various reasons. Notably, sequential ordering and an agreed direction of writing are universal features of writing systems. Such rules are not crucial in symbolic systems. Moreover, the Indus civilization must have been well aware through its trade links of how cuneiform functioned as a full writing system.

Nevertheless, the brevity of Indus texts may indeed suggest that it represented only limited aspects of an Indus language. This is true of the earliest, proto-cuneiform, writing on clay tablets from Mesopotamia, around 3300 bc, where the symbols record only calculations with various products (such as barley) and the names of officials.

Digital approach

The dissident paper has stimulated some fresh approaches. Wells — a vehement believer that the Indus script is a full writing system — working with the geoinformation scientist Andreas Fuls at the Technical University of Berlin, has created the first, publicly available, electronic corpus of Indus texts (see www.archaeoastronomie.de). Although not complete, it includes all the texts from the US-led Harappa Archaeological Research Project.

A group led by computer scientist Rajesh Rao at the University of Washington in Seattle has demonstrated the potential of a digital approach. The team has calculated the conditional entropies — that is, the amount of randomness in the choice of a token (character or word) given a preceding token — in natural-language scripts, such as Sumerian cuneiform and the English alphabet, and in non-linguistic systems, such as the computer programming language Fortran and human DNA. The conditional entropies of the Indus script seem to be most similar to those of Sumerian cuneiform. “Our results increase the probability that the script represents language,” the Rao group has written9. Sproat strongly disagrees10.

On the ground in Pakistan and India, more inscriptions continue to be discovered — although not, as yet, any texts longer than 26 characters. Unfortunately, less than 10% of the known Indus sites have been excavated. The difficulty — apart from funding — is the politically troubled nature of the region. Many of the most promising unexcavated sites lie in the Pakistani desert region of Cholistan near the tense border with India. One such is the city of Ganweriwala, discovered in the 1970s and apparently comparable in size with Mohenjo-daro and Harappa.

If these sites, and some others within Pakistan and India, were to be excavated, there seems a reasonable prospect of a widely accepted, if incomplete, decipherment of the Indus script. It took more than a century to decipher the less challenging Mayan script, following several false starts, hiatuses and extensive excavation throughout the twentieth century. Indus-script decipherers have been on the much barer trail — older by two millennia — for less than a century, and excavation of Indus sites in Pakistan has stagnated in recent decades.

Gorkamorka

  • Oregon Trail 13 Superstar
  • *****
  • Posts: 646
  • Let me GURPS that for you.
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #834 on: November 18, 2015, 05:03:51 AM »
Something to hand your players in your Delta Green game.

The official planning document for Europes biggest man made ice-cave in Langjφkull, Iceland.

http://www.borgarbyggd.is/Files/Skra_0072895.pdf
Gorkamorka (Fridrik)

Darnus

  • Slayer of the Dread Gazebo
  • *
  • Posts: 14
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #835 on: November 19, 2015, 08:26:26 PM »
Interesting article from the New York Times. I'd never even heard of Red Mercury, even crazier that it doesn't exist and there are people looking for it. I like the idea of a cthulhu game where you find it. Or a general horror game where hoaxes that people believe in too feverishly become real and terrifying

http://www.nytimes.com/2015/11/22/magazine/the-doomsday-scam.html?_r=0

Wiki link if you want that, too
https://en.wikipedia.org/wiki/Red_mercury

TRNSHMN

  • Slayer of the Dread Gazebo
  • *
  • Posts: 29
  • Even less impressive IRL
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #836 on: November 20, 2015, 01:36:33 AM »
That's some high octane crazy right there. Reminds me of the 'Black Metallic Liquid' from The Book of Unremitting Horror, a substance like a dark mercury, which is peddled as a drug and always turns up in glass ampoules with shredded wiring and metallic pieces on one end, like it was torn off of some machine. In small doses, it's a psychoactive, in a full dose, it sends the user's mind to the Outer Dark, another realm where biomechanical monstrosities wage eternal war beneath unspeakable titans locked in eternal combat. On top of being sanity blasting, it also allows things from there to notice the user and follow him home.

Maybe when it's used as a weapon, it doesn't cause a nuclear explosion, but spreads and the people in the affected radius unconsciously summon something short lived and unstable. Would be one hell of a dirty bomb.

Darnus

  • Slayer of the Dread Gazebo
  • *
  • Posts: 14
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #837 on: November 20, 2015, 03:07:35 AM »
Cognition bomb would be cool too. Alter the way people think to increase levels of depression and decrease levels of self efficacy. That's pretty eclipse phase-ey though. I wanted to run a game where the x threat was a virus that causes severe suicidal ideation and depression, so you get people who wipe their own backups and space themselves. My main idea was for drugs in the swarm to be laced with it

TRNSHMN

  • Slayer of the Dread Gazebo
  • *
  • Posts: 29
  • Even less impressive IRL
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #838 on: November 20, 2015, 12:10:24 PM »
Doesn't even necessarily need to be drugs. One of my favorite 'oh god why does this exist it's so horribly beautiful' topics is behavior altering parasites. A nanoswarm can just directly alter brain chemistry and structure to compel the infected host to spread the infection while offing themselves, classic examples being toxoplasma, ophiocordyceps and euhaplorchis californiensis (the one that causes fish to swim close to the surface and spasm and wriggle which drastically increases chances of being eaten by the bird species that serves as the first stage of it's reproductive cycle).

You could make it something as simple as suicidal ideation, or a more complex lifecycle, like increasing sociability, sex drive and desire to be in groups while destroying self-confidence and weakening natural resistance to depression and suicidal thoughts. The host spreads the infection via desperate struggle for approval, affection and companionship, while having no hope of any success alleviating it's problems or resulting in drive reduction, so they just go further and further until they end up dead after a while.

TRNSHMN

  • Slayer of the Dread Gazebo
  • *
  • Posts: 29
  • Even less impressive IRL
    • View Profile
Re: Game Fodder / Story Fodder
« Reply #839 on: November 20, 2015, 12:35:43 PM »
Another one based on parasites just occurred to me. An Apple of Knowledge hack that makes the non-fit infected more attracted to and interested in people with high intelligence and status, while making those infected obsessed with Titans and wanting to go to active Titan sites/quarantine zones and have their behavior and risk evaluation shifted. So you have mostly asymptomatic carriers and the targets, the people with high mental abilities and in positions of power basically offer themselves up on a platter for forced uploading.