Friday, 13 May 2011

What's it like

 Hi, there.

And Be welcome to my Blog.

This is a Blog entry.

A Blog entry may talk about anything I want.

I've already talked about Tropes, or "Hýuthammenttum", but I've noticed the importance of this Enigma feature is very high, and so I want to talk about it once more.

We have tested Tropes during the Playtest.

The Playtest's still running, and it's running well. I've done some improvements in The Game (the RPG), and The Great Game theory (the supergame that's sort of universal, base of Enigma), based on the Playtest.

First of all, I've changed the Stats.

Now we have a set of 5 Stats, and the statistics form a group of Bonuses, like Initiative and Perception for example.

The name of these Statistics.

The Basic Stats –– list

Reaction –– Fat

Fortitude –– Budtung

Enigma –– Dart

Arkkana –– Arkkana

Life –– Hamt

The Acts or Bonuses –– list

Defense –– Salae

Initiative ––  Shidkatari, Laekja

Will (Willpower) –– Readar

Perception –– Nofflegang

Inspiration –– Kupyt

The Acts are intentional but not an Action.

All you need to know is that, for example, Initiative is a bonus you add to your Test, so there's no need to roll for initiative in Enigma. You are usually running Initiative versus Defense, in a Test Against, but other options are possible.

I want to talk about the Ideículas, the base technique of creating new words used in Akkia.

For example, Nofflegang is Perception, so you take the "noffle" part and it's a new Ideícula you're using to form other words, not a root -- it's important to know that it's not a root system, and we're talking about ideas in here.

You can now form, for example, "nofflediyya", puting it together with the formal register "diyya", which means "formal", and you have a new idea! The idea is formed using the ideias of a "formal" and "perception", so we could for example use it as "declare", as a new Verb -- other options exist, and not all words are formed the same way, so pay attention to the ideas you're puting together.

Other possible derivation is "noffledung", in which "dung" is for "vehicle". Then, a "vehicle" of "perception", because of the meaning we decided before, for "nofflediyya", could be a "declaration" -- both are very formal words.

Words close to each other, like "kuppi" (chalice, cup, glas) and "kupyt" (for inspiration), should reflect a relation. Don't forget relation is important, and it means a word is related to other words -- the "ku" in the word is for "answer", but it's a Basic Syllable.

I'm talking about this because we got to know how the language was formed.

How is it possible for a new language, with no greek derivations, to exist? How to form new words? I must confess I was a bit lost twenty years ago when I was trying to create a language. Then, I've decided to talk about it in these Friday 13th posts, which are all Blog entries, and not the course I'm planning and will take most probably about ten years or more to write and publish.

I've decided to publish on the past to give a Language Course.

It's just a way to organize things, posting on the same day every month.

The course posts give the First Saturday a meaning.

There can be other posts, on the Second Saturday, or random day (that's explained in the post).

It'll take more than ten years to fully publish everything.

You remember? There is a "maaku", a method we need to study, and re-study, so we can achieve mastery. The "maaku" (method) is divided in three Course Levels, starting with the Beginner, moving to Competent, and so to Master.

What's important to say about Akkia is Wording and word formation are different from other languages.

For example, "diyya" (formal) comes from "di", a Syllable with the meaning of -- proper, important, own. The Syllables which are used in word formation are all modified by endings, as the Focus in "diyya".

Wording is a thing I created for the language, and it includes the way we should use the words.

It doesn't mean we have to learn all words how to use them, but that's sort of needed so to master the language in Master level. Then, we could move to a new Level, which could be named Advanced.

The Advanced should teach other things! Not exactly grammar.

That's where Theater and acting enter the building, and also presentation to television, the art of writing, how to make a better revision on a text, how to create a text for a specific group of readers, like Young Adult readers, scientific text writing, and much more.

I'm talking about this because it's being a hard time here, trying to ignore my mother's condition and not being able to do so -- it was a cloud in my mind. But now, a better horizon's setting up.

You see? But for what comes to the Course we're having here, I'm ready to publish.

I'll give you text to analyze and study, but I'll have to write it first.

When you understand that in Enigma we publish, you'll get closer to what The Game really is. The Game plays with Reality, but for that we need people to interact with what we're doing, and in the case of this Blog, it's the course for the Akkia language.

Akkia is very beautiful, and there's always a more beautiful way to say something, or a better way to say it.

So, how do I chose the way to say it? It's not simply saying?

Well, Akkia means "essential", so we only say what's needed to be said.

You don't have to be a wizard to talk in Akkia, necessarily speaking.

I know there a huge social movement involving witches and the ways of the witches, specially in Europe, and I'm planning to translate some interesting stuff into Akkia that you all most probably will like -- just like, it will take time.

I want to express my relief seeing Witches are a social group now.

If you don't believe in Magic, Magic will never find you -- that's the saying.

We have three words for Magic in Akkia: "Imah", "Taika", and "fýr".

Well, "fýr" means more like "spell(s)", "Imah" is "Magic", and "Taika" is Magic's name, that is, Isis. There's also another word, "Arkkana". It's the statistics for Magic, Supernatural and Divine active and reactive numbers.

You don't need to think in numbers to understand Magic.

But well, we're heve to learn how to play using Enigma, at the same time we're studying the Akkia language. So, you've got to know that Magic is everywhere, and we use a technique (called Enigma) to investigate Magic using RPG rules to ease the storytelling involved.

It's been a very long road (since 1991), so to set the rules for The Game.

The Stats goes from Zero to 90 (Ninety), but it goes in three Stages.

Each Stage are a group of 30 (thirty) levels, with each Tear setting different relations with things, and also nature in general, existance or fiction -- fiction (laetung) plays a real deal here in the Blog, where we will tell some short examples of stories so you can enhance your ability of storytelling.

The Tears are: Common (0-30), Supernatural (31-60), and Divine (61-90). So, the Tears are: "Ifu", "Feusch", and "Rahta" -- they're words we're going to see several times during the explanations for the language.

I've planned Akkia to have extense content in terms of Magic, and the supernatural, spirit world.

And you're going to learn how to say things in more than one way.

If you want to use repetition, for example, use a Singing Pattern.

That works like questions and answers -- first, you say the word in Akkia (in a higher tone), then you answer (in a lowers tone) in your traget language. You can also use it to repeat two words, if they're short ones; then, you can do the oposite, saying first the translation.

This can be used to acquire new vocabulary, but words are used in context.

You have to think about the context a word is used to really learn it.

What you need is training, we all need training to learn a new things, languages included. And well, Akkia wasn't made copying other languages, so sometimes there's a way of saying things that's different from the languages you may know.

This is why I wanted to talk about Ideícula (s) -- "Ideeschlaer".

Small basic Units that form new concepts, by using it before or after another Basic Syllable or a complete word.

We also put these Units together morphologically, so we have brand new words.

Creating and using Characters

If you don't know how to do something, you can create a Character who does.

Enigma is a series of techniques, including this options of playing with real life as it were a game.

Play that Character as long as you know the difference between you and your Characters.

You know who you are.

We play because we're investigating.

This doesn't mean our Characters are everything we are.

You may discover they're real, somewhere.

I was making the maps for the game we're going to play in the Playtest, and the continents of Elfestera (the west) and Udawah (the far east) came into life, but it's only when I'm talking about it in here that they're starting to exist.

We're playing Akkoya getting involved in this world's history.

That's pretty much everything I've planned.

I don't like to plan too much, because when you plan things the Story's in your mind, but when you put that to a Group and groupthink so the Story's on the player's mind too -- And don't forget we're going to publish.

That's interesting to see what happens in real life when we have the intention fo publishing an RPG Story.

Everything starts to work around that Story played.

For example, I'll tell you another word to study today, and that is "scheaft", meaning "a change in opinion" or "said with sincerity" -- and now this word is part of the Universe we're studying when studying the language.

The same happens when you publish the Story.

Take much care with the Wording when you're starting to think on how to publish, because you're defining the public knowledge on your Story with every word you use to define that Universe, and events -- use your languages well, because you're publishing, so to get the interest from the readers.

There's no Copyright in terms of language.

But people will know when you're the inventor of a language, if you publish. For example, I'm publishing here on the past but it's the date on the server which really counts -- it doesn't matter, but I'm doing it because I have a ten years type of Course to show in the Blog here.

We'll talk about these things again in other posts.

That's all for now, you're invited to create Characters for your real like interests, with care.

I hope you're enjoying the reading, here at the Blog.

We'll get back to a Blog entry every Friday 13th.

Stay Plugged.

Saturday, 7 May 2011

On Classes and Tropes

 Hello, and Be welcome.

There's a new Character Sheet, and we abandoned the word Class.

What were Classes before are now Tropes.

Tropes (Hýuthammenttum) are like "cliché", but a "cliché" is boring or uninteresting, while a Trope is a good definition to be used to understand a Story, like "hero" (hýu), "vilain" (seuter), to cite the most used, or "sidekick" (koreanna) for example, "bullying" (ukuyya) for a school concept, or "controller" (kimmpigleung) for a "necessarily evil" (ogh jar) concept.

Every Story has explanations in terms of Tropes, which are important and, hopefully, not a cliché.

The "Ostradka", or Spellcasters, are present in many forms.

But well, a School Story (Schmmachyer Meaki) needs more than just a bunch of magic words to become a good Story, then we need to find out who are the characters in the Story to tell ourselves what more is doing the hero (or heroes) to save the world.

Save the World is a need the characters will have to play.

Some players chose the Ideal for "Power" (Ofardet) and they become more like a "vilain" (seuter) than a "hero" (hýu) , or "antivilain" (seuterjala) when well played, so we need to clarify the way the characters will play their role in the Story to tell their Tropes.

So, one way to see Classes (To) is to assign them Tropes which can describe their roles, not only a Type of Character.

For example, a Healer -- Ommeltyr –– comes from the word "ommelu", or "cure". The word comes from the God of Cure and Disease, on the Condomblé, a student of "Cure" (Kurae), which would be the character's Ideal too.

Then, a healer is sort of a Shaman, and he/she is given the ability to Cure Other (Uttorikurae), some Masters with a realist view on the Story like to set Cure Other as a need so a character can cure another character –– we do the same with Potions, and they're restrict options in a more realistic Story (icchifeattumme Meaki).

But well, a "healer" (ommeltyr) is a very good Trope.

It's also used as a Concept, when "healer" means you can Cure Other, a character Advantage one needs to have to be able to cure another person or animal, or else some sort of being -- we do not use the concept of "creatures" in Enigma, because it would have the meaning of entering in combat with them, and at the same time, killing them -- the ultimate goal in Enigma is so to "save" that supernatural beings from the evil force of Corruption -- Combat can be used, when nothing would stop that being from trying to kill others, but the aim is not to finish 'em, only stop the killing, then save.

When the line between Classes and their relative Tropes is unclear, we chose the Trope.

A Trope can do the same as what a Class can do, with a better definition of your role in your Story, and it may change during the play so to become a more precise definition whenever your role changes.

So feel free to chose a Tag for your character, the internet is full of examples of these Tags when people describe a Story they like.

Remember in Enigma we are publishing the Story in our Blogs on the internet.

Thanks for all the work you are doing so we can read your Stories.

You can also create words for these Tags, and get the language published. We can't wait to read it all, when ready! We are going to have a great time reading the examples you give in your Blog.

We have a number of examples to give you, but wait.

Akkia is a "witch princess" (aratyna hymah, or origa), the language is a brand character in my Stories.

You can now play with the Tropes, and Bonuses.

Don't forget a Trope is like a Class, so you need to find the Bonuses given to your characters during the play.

Now, we're going to see more examples of this Blog's language, Akkia.

Today's Examples – Täiyer Tayoes

Né,... – Né,... – it also starts a sentence, may be used as a filler.

Kippee tuyer Szelung – Keep your silver – it indicates to keep: ah (to keep).

Szelung dul-a – This was silver (made), and it means it's valueable.

Szelung Mark dikkät, Kiaefer Kuga dil-a – If a word is silver, the silence is gold.

Kiaefer ògga –– There's gold (in it) –– used to say it must be done.

Shiodlae – Se you later, Farewell (informal, flýmma).

Utmerschlai – Se you again later, Farewell (formal, diyya).

Bekommte gut –– Feel yourself welcome –– to be used to welcome people.

Bekummel –– Worth it (sla – slang).

Iyi kommel –– Be welcome –– flýmma, to be used with those you know.

Monok Shi da ite!,... –– What a useful secret!,...

Amalasta odgo de,... –– I'm sorry, but...

Aytea go de wa,... –– I'm sorry, but... –– informal, flýmma.

Sar Yuga, Nuksi daka wa? –– Miss Yuga, what's your (phone) number? –– or use: (Tuyer) Sabbalannuksi daka?

Arrã, sata egga daka? –– Arrã, (that's it) isn't it?

Arrã, sameadi(a) (sa). –– Arrã, that's it (!).

Malammeth, saddai uta de wa. –– This is the way you thing it (again).

Sadde sui sata (wa). – Thing it to me.

Nuksimme dul-a. –– There were casualties. –– said of a catastrophe.

Flýdammeth Täi daka? –– What's the day of the party, festival/holyday?

Oulae ddamt Khatlaa dil-a. –– I'll note on my book.

Khatlaa dul-a. –– It's noted (factual).

Oulaeiyyala. –– I'll book it (hon).

Barch attou wa sata. –– He did (took part in doing) it.

Saoyer saemme. –– From that, into this –– it indicates a transformation.

Deolae de ite Okhioyer dil-a. –– To God what is God's.

Ottaka ute Utbrok biyer. –– Thank you for your help, or assistance.

Brok da ite sa. –– What a show!

Okhio Minna biyer. –– Grace (Thanks to) God.

Okhia ette ite obba hu wa. –– May the Goddess be with you.

Ottaka Atara biyer. –– Thanks by the Force (you give me), indicates relief.

Tsu ahu dil-a. –– Eulogy kept. –– indicates the use of the Admirative, and the eulogy is kept to be used later.

Tsu ahu dul-a. –– The prise was kept. –– the eulogy's being used now.

Sae de ute dil-a. –– This (here) can't be ignored.

Ellét te. –– Choose! (imperative).

I hope the "tayo" (examples) may help you.

With time you're going to see through the examples a list of Words.

Like the difference between "Okhio" and "Okhia", for "God" and "Goddess", and the formal word "tsu", for "eulogy", or "prise". A number of Words are presented in the examples, together with other Words that give them the correct usage.

Words like "Atara", that is "Force" or "relief" together, are presented.

Don't forget the feminine is the universal, so the word is "Okhia" for every usage, but when it's the case in which you need to mark a male, you use the other option instead, "Okhio" is also known as "Kalliotyr", where "Kallio" means "The Creation" -- you're marking any God who can "create", and there's a number of them, meaning the number is not infinite -- the word "Kallio" indicates (with -l-io") that it happens "because" of something.

Note that there's always another way to say something.

Specially because of the Morphosyntactic Alignment change which rule the formality of Akkia, but there's always a more beautiful Wording you can use too, and you also can transform a Word into a more formal Word, as in "Oulaeiyyala", which uses the Honorable ending for the Probable tense so to make the Verb "to book" -- a more beautiful Word.

Don't forget when using Tropes that you need Ideals.

Usually, a Trope also gives ideas on the Ideals you have to chose.

That's like a domino, or a lego, you can just assign what's more logical, or (a) more deviant one (s), which may define best a character's motifs and beliefs and the way a player, and a Player, would interpret the character.

Thank you for reading, and I hope you're having a great time.

Feel free to post a reply if you have something to say or just want to get in touch.

Now wait for the next Posts to see more examples.

Stay Plugged.