Intensional philosophy
This is a pretty significant paradigm shift for me. It may or may not be of personal interest to you.
Of intensionality and extensionality
First, an example from the field of set theory. If I take some set, like the set of people who read this blog, I can mean at least two things with it. The first meaning is the set of people who currently are reading this blog, or are currently readers of this blog in some other sense. I could in theory name them and list them, like so: {Tommi, ksym, Phil, Fred, …}. This is the extension of the set. On the other hand, I can mean any people who are readers now or who might be readers some day or who could potentially be readers. In this case the actual list would be largely irrelevant; the way the set is defined is what matters, not the contents it may or may not have.
A more philosophically interesting example: I have two tables in my room/apartment. Assume, for a moment, some ontological theory that ascribes existence to single material objects only, not classes of them (like “tables”). Now, consider, can I meaningfully refer to the two tables as, well, two tables, as I have been doing here? For a mathematician, the answer is “of course”. If I have two entities, I can certainly define a set to which those two belong (assuming the entities are not built so as to resist this). That: The extension of the set is what matters, the intension is irrelevant and in this case not even distinct. But a philosopher would think about the intension: By what means can I refer to the two tables, if they are ontologically only arbitrary physical objects? Certainly not as I have been doing, because given the ontology here, “table” is not very meaningful (at least obviously).
So, in closing: In math, intensionality is a means to an end or a red herring; the extensional is what matters. In philosophy, the intensional is the interesting parts, and the extensional may or may not matter. Philosophy is about the why of the world, or segments thereof, while math (and physics and other hard sciences) about the what and how.
As a disclaimer, the parts about philosophy apply most to ontology and metaphysics and ethics by Kant, and maybe to other stuff I am less familiar with. Also: Almost all distinctions are fuzzy around the edges.
What this means to me
This realisation has been fundamental in that now I no longer see significant parts of philosophy as trivial, which is useful for being motivated to actually study it.
Furthermore, I will need to re-evaluate my interest in philosophy. It requires learning a new way to think, which is generally fun and useful. Can I learn to think philosophically? Maybe. Do I want to? Maybe.
In case I am utterly wrong
In case I am misrepresenting large portions of philosophy or mathematics, please do inform me. I will presumably argue against such a claim, which will force me to sharpen my thoughts on the subject, which is useful. Or I may admit to being wrong.
In case you know something about the subject matter
I would be interested in any literature concerning this subject. Very interested. So, if you know any, I would much appreciate you sharing the information.
Dragons, then humans.
More on my D&D fantasy setting. “D&D fantasy” as a genre, not system. No elves this time. Dragons there are, though, but not till the end.
Age of dragons
In the ages past there were dragons ruling the land (and the sky and the sea and presumably everything else). Little could humans do to them; the mere presence of a dragon was sufficient to make those weak of will to serve them and do as they willed. Very few could resist an order.
Dragons treated humans as pets or slaves or food, depending on the individual. A few actually befriended a human or two, who would thereby gained great power and influence.
During what is now known as year two before the age of humans a shaman, known as Tirae, claimed he would oppose and overthrow the dragons. Some followers she gained, but most ignored her and some hunted her. Regardless she managed to gather roughly hundred followers, around twenty of whom were shamans or wizards.
The small group, forged into a tribe in their challenges, performed a ritual according to Tirae’s directions. They did manage to reach a powerful spirit and struck a deal: They would venerate and worship the entity and it would help in slaying and driving away the hated serpents. The sky was filled with eagles and gryphons and rocs an unnamed flying creatures, bird-like. They savagely attacked the dragons and with help of the various human tribes, many of whom suddenly found strength to defy the dragons, killed many and forced many more to escape wounded. Many of the dragons were spell-bound or delirious or merely savage beasts, in stark contrast to their normal might.
Easy the victory was not; many warriors were dead and the ground was littered with corpses of birds, many of which had never been seen in the region, and would never be seen again. Three of the most powerful dragons, one who was the storms that struck the region, one who was the feared sea serpent, swallowing those who wandered too far from the shores, and the last one burrowing deep underground, causing violent earthquakes, cursed the tribe of Tirae for its insolence; every year the first three children would be born with the scaly complexion of dragons, and woe to any who would harm the dragonspawn (the shamans later consulted several spirits and are convinced that harming the spawn is indeed a bad idea). Of the blood and bones of the three dragons were three seals made. Their locations were a closely guarded secret and thus has remained.
The avians went their ways, some to live in the region, others to live elsewhere. Dragons were gone. For some time the tribes made preparations for their return, but it did not happen. The tribe of Tirae did no such thing, instead seizing power and forging alliances with nearby tribes. With dragons gone humans would have to govern themselves. This role the people of Tirae quickly adopted. They and a total of six other, larger, tribes formed a kingdom, the first of humans. This was the first year of the age of humans.
Age of humans
Soon enough Tirae, as the kingdom was known, had extended to what space it had; there was a range of mountains to south, badlands and desert to north, sea to the west, and hostile tribes to east, not easily driven away from their native lands with hills and mountains and many an opportunity for ambush, but only little water and game. Some tribes north were also hostile, but rarely did they brave the desert to pillage and kill.
Forests were cut down for farmland and to work metal. Wood became a rarity. To the north, across the badlands, there was a forest known as Thaleth, but all who approached were first warned to not come closer, then brutally slaughtered, should they not take the hint. Elves lived there and their forest was sacred, humans not fit to live there. The mountains to south were difficult to scale, but there were lush forests beyond.
Today
Today it is year 243. Tirae has not grabbed any more area, but tentative peace with the eastern barbarians has been made. Two wars against the elves were expensive, yet futile. Iron is being forged into blades and armours of greater strength than before. A somewhat safe passage to the southern lands has been discovered and garrisoned, as strange monsters live in the forests. Occasionally a warband is sent to the forest, where trees are quickly cut and then warriors return. Often these expeditions are successful. They provide enough wood for forges to burn hot and bright. Three ships have also been built, but one turned to piracy and now preys upon coastal settlements, the other two hunting it and keeping it away when possible.
Tirae the shaman-queen has died of old age, but her descendants sit on the throne built of dragonbone and wood (the two expensive materials only rich can afford), located in the city of Tirae, the capital of the kingdom. Every year three scaly monsters are born; the shamans find them and they are educated in the great stone fortress that is the central feature of the city of Tirae. Deep in a dark dungeon this happens. At the age of nine they are taken away to the southern garrison and banished from the realm. Any that return are killed.
There is a small cult, some say consisting of 27 true members and half a dozen people sympathetic to it, that want the dragons to come back. Their ancestors were, some say, friends of some powerful dragons. Others say they are just disgruntled at the current rulership. Some say their children were born lizardfolk and taken away from them, making them bitter. Whatever the reason, the cultists are widely hunted and little liked.
A demoness, for a change
GM: Me. Players: Arirmind, wgaztari, ksym. Social setting: This particular composition of players have not played together before. Also, not all people had met within half a year. Further, we played in my home, where people (excluding me) had not spend significant time before this. Result: Much talk, some play of Uno (it broke wgaztari), some roleplay.
Random generator:
Innkeeper who sells wealthy guests to a malevolent power.
A band of demons, laughing and malicious, authors of debauched sensuality and corrupt appetites.
A king’s chief huntsman, preparing to become a young and inexperienced master performer
A simple insult, casually inflicted, striking very, very deep.
The two first entries were actually used (the fourth maybe somewhat accidentally in play). Characters were Cadoc, a treasure hunter with broken bones, as played by wgaztari; Chen Pong, a merchant with a precious stone for an eye such that it allows one to close gates and banish demons as played by Arirmind; Perlyacekanach, basically a succubi with mind-controlling powers, as played by ksym. Perly also had an igor, Work.
The game is set in the same tavern that was part of the first game in this series.
Play
Cadoc is recovering from the grievous injuries he sustained when fighting a griffon. The recovery is taking place in a tavern (which we really ought to name the next time it comes up in play). Chen Pong arrives and offers a round of drinks to everyone, then inquires the tavern-keeper of opportunities where a lot of money might trade hands (the tavern-keeper is selling guests to interesting creatures, as known by players, but not merchant Pon). Cadoc hears the noise and comes down from his room.
Perly, cloak-covered and leather-clad, enters the inn. Chen Pong’s eye starts tingling and he gives up seeking an opportunity for getting rich, because it would not work anyway. People keep to themselves, in sharp contrast to the gregariousness of moments before. Perly’s igor carries a coffin after her, though few notice. The ale Cadoc grabbed is spilled to the floor as Perly bumps into him. Cadoc calls her on the act, yet is powerless under her gaze (through which her domination works). Cadoc goes down and licks the spilled ale. Perly orders wine and a room to which she departs, igor right after her.
Some miscellaneous bumpling by the igor after which Chen Pong and Cadoc are negotiating in the common room. A plan and trading: Cadoc is to kill the woman, given that dealer Pong gives Cadoc (five doses of) power dust, a smoke bomb, a rocket like those used in fireworks and a fine hat made of crocodile skin, and in return receives the ruby acquired by Cadoc during his former adventuring. A bargain, really. The hat is that good.
Cadoc, on the way to his room, sees Work (the igor) opening a door to let a maid, carrying wine and a sealed letter, in. Cadoc decides to wait for the maid to come out, sniffing some power dust while waiting. Inside Perly does not approve of the wine and sneers at the letter with the implications of allies of greater power, which she interprets as meaning Martoh, by her knowledge banished from this world. Evidently the maid is sent away with an urgent message to the tavern-keeper.
Cadoc, empowered by the dust and barely feeling the pain of his broken bones, throws the smoke bomb in and rushes past the fumbling igor. Some dialogue and failed attempts at domination later the succubus dives/falls out of window to avoid incoming fireworks. Some taunting, then igor again tries to grab Cadoc, who easily defenestrates the crude attacker.
Empowered by the power dust, Cadoc leaps towards Perly, but Work intercept the knife with his back. They all hit the ground, there is creative use of a whip and a hat when Chen Pong enters the scene. His stony eye undulating violet light, and the ruby in his hand slighty pulsing he confronts the hellish spawn, evidently casting the ruby at it, with the result being one stone statue of a demoness.
And one doped treasure hunter, owing a favour to master Pong.
Notes
- Ksym can play random npcs. Exploit.
- Chen’s name is no longer in the list. He is a character available for all and sundry to play. Hence: This result is possible to achieve, maybe even easy, given a sufficiently powerful character and sufficiently careful play.
- Stealing a bit from Burning Wheel: Traits are otherness. Nonhumans need to have traits to that effect.
Memorabilia
- “Soul trade center.”
- Drug-addicted, knife-wielding Indiana Jones.
Gaming update: Burning Wheel
The university group I am involved in, variously known as the Monday group or Ropeapina (which translates to rpg monkey), is active. Starting next Monday I’ll be running a Burning Wheel character generation session, than Burning Wheel game. Players are Opusinsania, another philosopher-in-training (a new face) and Halliz.
This is a pretty good group, given they are all unexperienced with BW. Chargen will be painful and there will be little time to optimise. I’ll probably try to come up with a few character ideas if someone has trouble coming up with one. Opusinsania will do fine, but the others I have not played with, so they are still something of a mystery. Halliz is a good actor, though, that much I do know.
The game idea, up to erratic changes and such: There is this small cult. Player characters play key roles in it. It is not doing particularly well, but has some large goals it may be able to reach right now, if action is taken. The authorities and the common people hate the cult. If I want to tie this game to Dragongame, which is a distinct possibility, the cult is the one trying to bring dragons back. Otherwise they are probably demon-worshippers or some random faction opposing the rightful ruler(s) of the land.
Character creation guidelines: Four lifepath characters. With no excuse more than 5 LPs. Too many traits to handle otherwise. All PC are humans, barring extremely good arguments and bribing towards other directions. One belief about another player character or related to such (this is recommended, but not absolutely necessary), one about the cult (’tis necessary), one about anything. If someone really, really wants to play a traitor, said traitor needs a damn good reason to not betray the others too fast. Conflicting beliefs about the cult are fine.
Game might focus on assassinations, inter-cult strife, running away from authorities or peasant mobs, scheming and bribing, or something completely different. Setting is likely to be a large city (Dragongame: Tirae), so that circles are likely to see use. Streetwise and resources might also prove useful. We’ll see.
In other news
I just ordered Dogs in the Vineyard from Arkkikivi. Actually, initiated the ordering process. Note to self: Stop buying so much stuff. I have Efemeros to read and review, too.