There's an extensive list here.
There's an extensive list here.
I tried a similar project, but Mr. Vincent has some combination of more time, energy, knowledge, skill, and books than I have. Mine was geared more toward using them as names and linguistic elements. Rep for the find!
Great find, IJ!
Steve Long
Young Curmudgeon
On the same web site I found a link to one of his campaign worlds, one that explicitly takes place on a fantasy world simulated in a computer, with True Magick that represents programming: here.
Long ago I found a "computer language as magic system", written by someone else but which almost looks like it would slot right in: here
The campaign world was written for AD&D 2nd edition, pretty explicitly toward character capability over player capability (abstracting the programming into character skill/proficiency), while the magic system was written for AD&D 1st edition, played old school style: player capability over character capability, and it actually gives you the computer language to play with. The two styles are somewhat at odds, but something about them together just makes me happy.
(Also: I've often wondered if the HERO System itself is Turing complete. We've got if-then kinds of constructs, with Trigger plus Detect, and other things that could manipulate notional bits of data.)
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