ENTRY 043: Arindov Space
Among the stranger corners of the Mesh are sites where
atypical sensory interfaces predominate. Vision, sound, and touch/contact have
been utilized in some combination for communications for centuries, but in
post-Fall days there are entire segments of the Mesh where the primary sensory
interface is somewhat stranger and more exotic—where infomorphs communicate via
scents and tastes, artificially remixed and released in bursts of intensity and
duration, or augmented reality zones which feed information that can only be
interpreted by transhumans with t-ray emitter/receivers, or at least a
compatible app that either allows them to interpret the data or translates it
to their existing sensory spectrum.
The most populous of these sensory interface zones is
Arindov Space, a mixed virtual/augmented reality environment based on
echolocation, located in a lightless open-planning Lunar cavern with a high
population density, with nearly thirty thousand physical inhabitants in 3.0
cubic kilometers of space. All boundaries and perimeters in the cavern (aside
from the outer walls) are defined by virtual constructs, so that the
inhabitants and visitors navigate by way of artificial echolocation data.
Experienced users navigate in a sea of real-time three-dimensional data,
steering them around digitally marked zones as well as real obstacles; new
users are generally less able to process the full extent of the echodata being
fed to them, but most adapt—or use a cheat app that processes the echodata into
a relative audio-visual feed to overlay on their regular vision.
As might be expected, violating this virtual zoning carries
with it social penalties. The Arindov Space exists only because of the
consensual acceptance and awareness of the virtual borders; without the virtual
barriers ameliorating senses of privacy and personal space, the population
would probably riot at living packed so closely together. Individuals who
purposefully violate virtual barriers face significant social stigma (and
corresponding rep loss), but for some—particularly visitors—the relative
freedom that comes from ignoring the artificial spatial constraints outweighs
the social cost.
Mechanics
Most atypical sensory interface portions of the Mesh are
designed for public use, and free apps are often readily available to
interpret, receive, or translate extraordinary sensory data for new users, or
geared to the augmented senses of certain morphs. Some hypercorps maintain more
exotic spaces with non-publicly available apps for security reasons, but these
are relatively rare because of their limited utility. Attempting to navigate a
Mesh or Augmented Reality setting without the appropriate senses or app is
equivalent to going in blind—the character is aware of being in the space, but
the sensory data manifests only as noise. Mechanically, characters in such
spaces receive a -30 penalty to Interfacing Tests if they do not have the
appropriate senses or app.
Using Arindov Space
Excessive use of Arindov Space (and similar weird sensory
places) is likely to cause frustration; it is recommended that this locale be
used sparingly as a spice, to get players and gamemasters to think about their
enhanced or augmented senses, and especially to allow characters who have
invested in unusual sensory forms to feel “in their element.”
Towards the end of the second paragraph, did you mean extant or extent? The latter makes more sense.
ReplyDeleteExtent. Fixed.
DeleteThirty thousand morphs in three hundred square meters? That's crazy! So there's really just enough room for every morph to stand up and stretch hirs arms occasionally? Seems like "navigating" wouldn't be much issue.
ReplyDeleteFixed - that should have been 3.0 cubic kilometers, not 0.3 cubic kilometers.
DeletePhew, well glad I wasn't really far off in picturing this. Really neat idea, and I appreciate how the actual location is left vague (like where your NPCs live and what hypercorps are involved in what projects). Probably going to use this soon!
Delete