Finally managed to fall asleep and stay asleep for ... [checks]
... nearly an hour and a half. (Oh. Well, that seems anticlimactic.)
Woke up because a dream got too detail-heavy to support its own
weight and burst: I was on a pirate ship, apparently in the PotC
ficton since we were talking about trying to capture Jack Sparrow
(this is already odd, as I've not seen any of the movies
yet!), and what started making it fall apart as a dream was that
as a result of that conversation we then sat down to work out
exactly how much faster our ship was than Sparrow's, under what
conditions ... and that turned into, ah, something in between
{looking-up the combat navigation rules of the game our universe
existed in | choosing which sail-racing or naval-combat game to
swipe the relevant rules from |creating a yacht-racing game that
would also scale up to pirate ships and down to Laser-class and
generalize to use as part of a combat system from scratch and
trying to work out how to best model the real world effects of
crew-experience on various points of a race} in order to determine
how long it would take us to overtake the other ship when it was
trying to evade us and which tactics we should use. And that brings
up the second odd point: I've never played a yacht-racing tabletop
game, only even ever looked at a naval combat ruleset once
about twenty five years ago, and the closest I've come
to ever playing a naval combat game was a couple of sessions
of Star Fleet Battles (yes, I know that spaceships do not
use sail power...), also about a quarter-century ago.
When it got to the point of starting to designing a table of
situation modifiers to skill-rolls to determine the likelihood
(and magnitude) of a mistake at each possible action-point (tacking,
overtaking, turning to bring weapons to bear, etc.), the amount of
detail I was trying to track and manipulate became more than I could
manage at the same time as I was also following the plot and sensory
aspects of the dream, so, *kerplop*, I found myself awake again.
("Dreamer overboard! Man the lifeboa... Oh, never mind, too
late, they've woken up.")
Y'know, I really do not think ninety winks was enough,
however fascinating the problem of modelling the effects of
skill and experience in a contest between two nearly-perfect
crews in closely matched ships seems at the moment. And
that was what {we-in-the-dream | er, I-the-dreamer}
were/was assuming would be the most difficult part of the
racing/combat model we'd have to get right if the ruleset
were going to work for both a modern America's Cup simulation
and a tall-ships era pirate game. (I'm not sure whether to
elaborate on what I came up with before I woke, or assume
that it'll just be re-inventing the wheel (okay, bad
idiom to pick given that we're talking about ships -- but
since ships that size are going to have a wheel to control
a rudder, rather than a tiller or just a steering-oar, I'm
allowed, right? We hadn't gotten as far as adding biremes
and triremes and little 1- and 2-man fiberglass hulls to
the game design yet ...). Then again, the whole
concept of being aware that we were operating within a
tactical simulation game and trying to sort out -- or to
choose -- the ruleset within we which we existed,
was nearly as fascinating as the modelling problem, and
it didn't have the surreal "transplanted into the game from
'reality'" or "things even feel turn-based" aspects
of, say,
Erfworld. Everything seemed natural and continuous
(and the air tasted rather salty, but I digress) except for
the "can we do this?" and "how do we do this?" tactical and
strategic planning conversations and the awareness of charts
of probability modifiers.
[ETA: And here's the third odd thing (or is it fourth?) --
it wasn't until I'd already posted this and started to fix the
typos and missing words that I finally got around to
asking myself, "wait, what makes me think that I know enough about
sailing to know what factors to consider in such a simulation
or what the effects of mistakes will be?"]
Sheesh. Sorry about the run-on sentence and paragraph
structure. An hour and a half of sleep was obviously not
enough. Why does my body insist on waking itself up too
soon?
I'm having trouble shaking this "I need to finish the game
design that I started in my dream" feeling. But good googly
moogly, I do not need another Project right now.