Interesting post; there is a lot of neat territory here that can be explored.
AI can take on vastly differing forms; various level of intelligence, various levels of physical mobility, of digital mobility, etc. How to portray AIs in a game will also be heavily influenced by the setting.
Many works of fiction portray AI differently. Some of my favorite depictions of AI come from A Fire Upon the Deep. This includes a set of transcendent AI that habit farther reaches of space and don't concern themselves with the mortal races. Other genres present AI as viscous robots that infiltrate society, or large computing boxes that dictate orders to malevolent cults. Nowadays AI are becoming increasingly present in our day-to-day lives, with digital assistants like Siri, driverless cars, and drones.
The central question, similar to what Aramax mentioned, is the same as with any character. What are their motives? Do they seek world domination, acceptance, or love? Do they have some alien, otherworldly concept that humans just can't relate to? Are they merely mechanical scripts; no ghost inside the shell? There are a surprising number of deep questions, ethical and otherwise, that can be explored in a campaign. Many of these questions are being explored right now in developing real-world regulations for artificial intelligence.
I like how the post covers several levels of AI ability. It would be neat to see it dive deeper into what specifically an AI would be good at and how to tie this into a game from a design perspective. What does it mean if the malevolent AI can lock all of the doors and dispense nerve gas? How do you even deal with something that can directly enumerate the outcomes of all possible actions and choose the optimal method to destroy you? What happens when you allow sunder attempts to be made against an opponent's sensors? How does battery power come into this? Lots of neat stuff.
I like your post but caution in the specificity of the portrayal. It as about as hard to write on portraying arbitrary NPCs in a game - there are limitless possibilities. I think the post could be improved by dropping the campaign-specific keywords. Go to Comment
Really nice presentation.
I really like the imagery that goes along with this, and that you staggered the knights instead of just having them in increasing numerical order. The 25th in the center is a nice touch too. Go to Comment
Update: Updated Necropolis link to v1.1
- compressed all images; the download size is now a mere 500 KB
- you can still get the original images from the same folder
- misc small edits to improve game flow Go to Comment
p16: Horizontal as in east-west. Thus one must be two spaces east of the seal to strike it.
p27. nice catch with the slabs. With respect to the well, I didn't specify that, but I believe the "no disposal" rules would apply. That is, anything tossed into the well gets rebuffed by the well's tempestuous energies. So you would probably live due to protection but wouldn't really be able to enter the chamber.
Some friends of mine ran the dungeon a few weeks ago and I have been working with them since then on an update! I am almost done, but have to nail down some final things.
I am somewhat stuck on how to redo the non-even, non-prime numbers puzzle with the Death statue, as a major point of feedback I have been getting is that it is too much work for an uninteresting result. If anyone has any neat ideas, let me know!
I will incorporate edits to fix the things you pointed out and post the completed version in the next week or two. I will also go through the puzzle overview here and clean it up a bit.
Update: Fixed the issue with the hawk being fed bread. Changed the valiant sight line to make it not as long and uncomfortable.
One or two lines are still a bit clumsy; obviously feel free to find better lines!
@Gossamer: Thanks for the comments! Any rhyme that has to back up and explain that by Cock one means a bird is not well crafted; you are definitely correct. "Hawk" rhymes pretty well with "rock," so everything is good. Go to Comment