We keep talking about Immersion, but I don't think we've ever even
approached an understanding of it. So here's the Theory of Absolutely
Everything, so to speak.
Readers accustomed to trawling wikipedia may be familiar with the
idea of the brain in a vat; that is, a mind artificially stimulated
by a supercomputer into believing it is experiencing reality when
it's really just floating in a little vat of nutrient solution. As a
philosophical tool, it commonly assumes a perfect simulation. We must
assume a thoroughly imperfect simulation – which, indeed, is far
more likely. We have people intervening in worlds all the time as a
fundamental part of their operation, let alone all the ideological
leakage seeping around. To avoid minds fouling themselves up on
problems with the sim, then, we need some way to letting them deal
with errors without rejecting it entirely. That is Immersion when
used according to package directions: a universal coping mechanism to
let imperfect operators run imperfect simulations without them
eventually breaking.
In keeping with the theme of people being awesome, we've been
assuming that people are both aware of a huge amount of information
and capable of processing it in real time at a nearly unconscious
level. This, in turn, feeds pattern recognition of things they don't
even realize they're sensing. That's what Immersion is intended to
protect: the sense that those patterns, be they laws of physics or
the whims of some divine agency, are persistent. In a perfectly
deterministic universe, that sense would never erode even slightly,
but naturally universes have people and random elements and so forth.
Immersion lets people ride out the bad function calls and the
rounding errors and the divine intervention.
Indeed, it serves several useful purposes even without universal
cross-contamination. With sufficient pageantry, it's a sense of the
miraculous. In small doses it can stimulate curiosity like nothing
else: it empowers people to conquer the nonsensical, the fantastic,
and the bizarre until nothing is completely beyond comprehension.
Unfortunately, the very qualities that make Immersion so useful also
make it difficult to manipulate. On a functional level, it is a
network of independently controlled redundant processors and
exception-handling heuristics all integrated at a fundamental level
into the core cognitive patterning engines called upon to instantiate
self-aware entities, minds included; in other words, it's everywhere,
so it can't be thrown out or shut off, but it also can't be replaced
or refilled. (The numerical representations of Immersion are, of
course, purely for convenience; one “point” of Immersion could
mean any number of things in neural space.)
As I said above, Immersion as a function of time is normally noisy
but functionally flat; it is constantly depleted by random errors in
computing but constantly restored by everything else. Every second
they're experiencing anything, the natives experience most of the
world working as they've come to expect, and moreover informing them
implicitly that they are existing correctly, if only in a physical
sense. This acts to smooth out all the little bumps, and the big
bumps, and generally drag the world back to accepting itself as real.
Non-natives, on the other hand, experience just the opposite: not
only does nothing work quite right, but it keeps querying them in
strange ways, so their Immersion slowly erodes as the nagging feeling
they aren't what they think they are slowly colors their awareness.
Even the most perfect of them have to stop and translate their
sensory input and construct their output, and this leads to a
thousand little glitches too small to individually matter but
collectively big enough to require them to find another source of
Immersion or suffer a break.
For dreamjackers and SUEs alike, then, Immersion works
fundamentally differently than it does for natives: it's the
assertion that they are what they think they are despite the constant
protestations of local reality that what they think they are does not
exist. In more poetic terms, they're the only reality they have left,
and so they become literally realer than they've ever been to
compensate. (Incidentally, this is also why neither of them dream.
They're essentially dreaming of themselves constantly just to exist.)
With that in mind:
Immersion is not purely rational; the more something impresses
itself on a given observer the more resources they devote to it and
the harder it is to isolate before something snaps, which means a
bigger bump on the aforesaid graph. To refer to an overused example,
this means that a laser pistol hurts the medieval peasant's Immersion
less than a laser cannon, even though they work on exactly the same
locally nonsensical physical principles. Moreover, people being the
emotional creatures they are, particularly emotionally impactful uses
hurt more as well; seeing the aforementioned cannon vaporize a random
rock hurts less than seeing it vaporize his house. Emotional depth
also sucks up cognitive resources, magnifying the response that has
to be swept under the cognitive rug. Smart non-natives use weird
stuff at one remove from anything huge or important.
Furthermore, that magnitude is significantly affected by the
observer's current emotional state. Properly prepared, most minds can
swallow a lot more than they can by surprise. This is why gods can
enact sweeping changes with relative ease; the pageantry and lights
and choirs and so forth act to prep the minds in attendance that
something weird is happening, thereby providing an easily
rationalized explanation. The same is true of technobabble, making it
an extremely valuable skill in sneaking nonsense under the audience's
collective noses without anything breaking. Gimmicks take second
place behind making sure no one sees anything, but it's a close
second.
On the subject of making sure no one sees anything, logical people
might assume that simply being out of sight of everyone might work –
that is to say, simply popping off to the core of the planet or
depths of space is sufficient to allow them unlimited operational
freedom. Unfortunately, the simulation itself is always watching,
albeit through slightly different eyes. It sees non-determinism, at
least on whatever crazy terms it's been told constitute deterministic
physics, which means that empty space is positively the worst place
to hide from it; with no one doing anything there, logically
everything should go where the laws of nature dictate it should, and
errors can be swiftly identified and corrected. However, where people
are concerned, suddenly errors are constant and logic at best a very
strong suggestion. People generate a sort of groundscatter of
exceptions, and under cover of that it's harder to detect that
non-natives are there, let alone active. This means that,
paradoxically, dreamjackers are safest in populated places or when
embroiled in major events, particularly those central to the story
the dreamer itself is telling – the general confusion of so many
active minds can hide nearly anything, so long as it's hidden from
the more mundane observers. It's generally easier to hide things from
non-omniscient observers anyway.
So what all of this means is that Agency dreamjackers are playing
two games at the same time. The first is a simple numbers game: they
need to act in their own way often enough to keep themselves from
breaking, but present those actions in such a way that no one else
snaps from witnessing them. At the same time, they need to weave
their actions into the larger story to hide the inevitable errors
from the simulation itself, or else the sim will break – which
breaks everyone as time itself grinds to a shrieking and
asynchronous halt, causality just gives up and physics starts
randomly guessing until Lovecraftian horrors arrive. They also need
to keep the far less limited SUEs from doing either of these things
and avoid a messy death at their hands in the process.
We'll get into the specifics of the mechanics later, once I've
ironed out the massive mechanical problems inherent to a system that
needs to encompass so much, but for now: every potentially weird
event has some kind of base Immersion cost to make it happen based on
the magnitude of the effect, like Endurance in HERO6. This is then
multiplied, per observer, by some number from 1 to 10 based on the
emotional and rational impact. Event-native observers have their
Immersion increased by that much; everyone else gets it decreased by
that much.
In practice, everyone but the DM has only one multiplier to keep
track of, while the DM has at most maybe three; since everyone but
the SUEs and the PCs is a native, the multipliers should be identical
unless an exceptionally impactful event bumps it up by one or two.
It's very wingable, so to speak; the last thing I want is for this to
drag down an otherwise eventful scene.
So, in conclusion, the kind of thing we're saying works well is
meeting the setting's problems (to wit, the SUEs) with solutions that
bear the hallmarks of each agent's background, then carefully picking
when to employ the more fantastic elements of their arsenal to
maximize effect while minimizing Immersion loss. It's entirely
possible to go out of (in-character) character, but that severely
drains their ability to keep dealing with the weirdness they're
constantly experiencing, so in general you want what your character
does to restore Immersion so that what others do can drain it without
breaking. If you're a pulp fiction strongman, solve problems by
punching; if you're a master physician, go heal some folks. It's very
much a case of everything looking like a nail when all one has is a
hammer, except the people you're working with only have a saw, a
screwdriver, a duck and solipsism, respectively, and the nail hammers
back, and there's every chance of a noise complaint
delivered via reality breaking.
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