a multiplayer game of parenting and civilization building
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Like what is their lore? I always thought of curses as you get a terrible reputation and no one wants to be around you anymore, but curses do have a kind of game magic feel to them. Fences do to. The fence is clearly not substantial yet you just can't break it.
Is it the same force that keep you from picking up a bow or fishing rod when too young? (I think of that as social pressure)
How do you think the lore works for fences?
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omnem cibum costis
tantum baca, non facies opus
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I don't want to ruin OHOL for you but the secret force behind all of the "magic" in the game is actually .... midichlorians. These tiny, pixel-sized organisms make up all objects in the OHOL world, binding them together in ways that we still don't fully understand.
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The fences aren't really fences, they just look that way. They're actually unstable yet invincible force fields that draw upon the life force of their builder.
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Exactly. The sticks are just there as a visual reminder and to keep sheep from bumping their heads.
I'm sure most of you already knows this, but invisible forcefields are the reason why so few objects are stackable and why some items can't be placed in a cart, even though they appear to be the same size and shape as another item that fits without any problems.
Damn midichlorians. They are everywhere.
Last edited by DestinyCall (2019-04-26 00:38:20)
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My idea is that they represent collective agreement, because they get approved collectively, just like homesteading and property rights in real life, even when no government is around. If you encounter a well-kept cabin in the woods, with a nice fence, and someone clearly living there, you probably don't just invade it. That person was there first. Their occupation of that space over your occupation of it is the only logical and just way for it to work, assuming that we want to transcend might-makes-right.
And even if you believe in might-makes-right, the person living there would probably defend themselves if you tried to invade, and they wouldn't feel guilty at all if they dispatched you in the process. In fact, they would feel righteous. Most non-psycopaths would feel some guilt using might to remove someone from their space. So the original occupant has that advantage. They also have the "holed up" advantage, and the elevation advantage, during whatever fight ensues.
So, when you see a fence in the game, your character says, "This was approved collectively, and I just can't bear to violate it." It's the same reason that your character cannot eat dung in the game. They just can't bear to put it in their mouth. "No no no... there are some things I simply cannot do!" Even though the fence is weak and made of twigs, your character understands what it represents. Even though the dung looks so warm and tasty....
All that said, might still makes right at the end of the day. Violating someone's closed gate, if you really want to, means that you need to get serious and kill them. So that option is there, but there are all sorts of consequences (what will the neighbors think?)
So You, not your character, thinks, "I could kill that person to break through their gate, but it just ain't worth it."
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My idea is that they represent collective agreement, because they get approved collectively, just like homesteading and property rights in real life, even when no government is around. If you encounter a well-kept cabin in the woods, with a nice fence, and someone clearly living there, you probably don't just invade it. That person was there first. Their occupation of that space over your occupation of it is the only logical and just way for it to work, assuming that we want to transcend might-makes-right.
And even if you believe in might-makes-right, the person living there would probably defend themselves if you tried to invade, and they wouldn't feel guilty at all if they dispatched you in the process. In fact, they would feel righteous. Most non-psycopaths would feel some guilt using might to remove someone from their space. So the original occupant has that advantage. They also have the "holed up" advantage, and the elevation advantage, during whatever fight ensues.
So, when you see a fence in the game, your character says, "This was approved collectively, and I just can't bear to violate it." It's the same reason that your character cannot eat dung in the game. They just can't bear to put it in their mouth. "No no no... there are some things I simply cannot do!" Even though the fence is weak and made of twigs, your character understands what it represents. Even though the dung looks so warm and tasty....
All that said, might still makes right at the end of the day. Violating someone's closed gate, if you really want to, means that you need to get serious and kill them. So that option is there, but there are all sorts of consequences (what will the neighbors think?)
So You, not your character, thinks, "I could kill that person to break through their gate, but it just ain't worth it."
Or you gain their trust, Kill them once they add you.
Or you can do what Tarr does and block their gates with adobe base and starve them out.
"I came in shitting myself and I'll go out shitting myself"
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I don't want to ruin OHOL for you
midichlorians
choose one
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DestinyCall wrote:I don't want to ruin OHOL for you
DestinyCall wrote:midichlorians
choose one
You know the truth now. You cannot unsee it.
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I don't want to ruin OHOL for you but the secret force behind all of the "magic" in the game is actually .... midichlorians. These tiny, pixel-sized organisms make up all objects in the OHOL world, binding them together in ways that we still don't fully understand.
No. No! That's not true! That's impossible!
Steam name: starkn1ght
The Berry Bush Song
The Compost Cycle
Gobble-uns!
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