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Character Generation [technical/theoretical]
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<blockquote data-quote="BeerSkunk" data-source="post: 348016" data-attributes="member: 6915"><p><strong>N-Body Concept</strong></p><p></p><p>I've been focusing on this very problem with my Campaign Manager software. How to take into account all possible additions to a character without the need to re-compile the software.</p><p></p><p>Let me give some clarification on my terms:</p><p>Object - Anything we want to model (town, house, charater, etc)</p><p>Body - An Object that is an attribute for another Object</p><p></p><p>Starting with Jamis' original proposal of an N-Bodied Object, I think it makes sense to look at our generic Object as nothing more than a collection of N-Bodies that describe it. Each of those N-Bodies also has N-Bodies that describe them as well. For conceptual purposes, think of an infinitely expanding tree where each Object is represented by a node on that tree and has N-children(Bodies) that describe its attributes.</p><p></p><p>Now we have a generic Object with a host (N) of other Objects that are used to describe it. There are absolutely no relationships between the N-Bodies that make up our Object. This is exactly what we want. In order to have relationships such as cause/effect between our Bodies, we would have to enforce some sort of rules to govern those relationships, which we don't want to do.</p><p></p><p>The rules used to describe the relationship between the N-Bodies of an Object can be seen as a View of our data (Object). For instance, D&D is one way of viewing D20 character data. Star Wars is another View of D20 character data. What a particular View does is interpret the relationships between the N-Bodies of an object and enforce those relationships.</p><p></p><p>So, what we have are actually two systems. One, the generic character generator which simply spits out data about an Object. And second, we have a View of that data that comprises the game rules for interpreting that data.</p><p></p><p>Those are my thoughts on the matter. Scrambled and served hot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="BeerSkunk, post: 348016, member: 6915"] [b]N-Body Concept[/b] I've been focusing on this very problem with my Campaign Manager software. How to take into account all possible additions to a character without the need to re-compile the software. Let me give some clarification on my terms: Object - Anything we want to model (town, house, charater, etc) Body - An Object that is an attribute for another Object Starting with Jamis' original proposal of an N-Bodied Object, I think it makes sense to look at our generic Object as nothing more than a collection of N-Bodies that describe it. Each of those N-Bodies also has N-Bodies that describe them as well. For conceptual purposes, think of an infinitely expanding tree where each Object is represented by a node on that tree and has N-children(Bodies) that describe its attributes. Now we have a generic Object with a host (N) of other Objects that are used to describe it. There are absolutely no relationships between the N-Bodies that make up our Object. This is exactly what we want. In order to have relationships such as cause/effect between our Bodies, we would have to enforce some sort of rules to govern those relationships, which we don't want to do. The rules used to describe the relationship between the N-Bodies of an Object can be seen as a View of our data (Object). For instance, D&D is one way of viewing D20 character data. Star Wars is another View of D20 character data. What a particular View does is interpret the relationships between the N-Bodies of an object and enforce those relationships. So, what we have are actually two systems. One, the generic character generator which simply spits out data about an Object. And second, we have a View of that data that comprises the game rules for interpreting that data. Those are my thoughts on the matter. Scrambled and served hot. :) [/QUOTE]
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