SLUMB's Aspect system is quite different from Sburb's.
Every player begins with an Aspect, but no Class. Their stat screen would show "Hero of Breath", "Hero of Light", or the like.
Once they Enter the Incipisphere, they can find the Allaspects Abbey, a temple peopled by Consorts. There, they can get a Class, as well as Aspect-colored pajamas and more active control over their Aspect.
Each Session has, besides the Aspects assigned to its players, a few extra free-floating Aspects, not assigned to anyone. A typical session might have 4 players and 4 extra Aspects.
If a player dies, they can't be revived back to life; but if they resonate with any of the free Aspects, they'll be brought back to life under that new Aspect.
This is not a certainty, because the player does need to relate to that Aspect, and it always entail some level of a shift in personality, though not a complete turnaround; rather, what used to be the character's first priority becomes their second, and vice-versa.
(changing Aspects this way can and generally does involve a change in Class as well, as your relationship to your Aspect changes).
Rather than every player having one extra life, a player might come back multiple times, or die once and not come back; all depending on whther they resonate with other Aspects, and how much their co-players are dying.
A player achieving God Tier will affect all of these mechanics, but that will be covered in its own post.
Once the player passes through the Oneiric Gate, they wake up in the Incipisphere, in one of the Lands that form the basis of their session.
Emphasis on wake up: The player is not physically transported, but rather, their Dream Self wakes up in the Incipisphere. In SLUMB, the players' Dream Selves will do the majority of the adventuring.
Emphasis also on one of the Lands: Rather than starting on their own Land, the Client Player wakes up on their Server player's Land. The Server player is effectively serving as a server for the Client player to play on.
This Land, rather than being assigned automatically by the game, is based on the PROTOTYPING ITEM used by the Server player; it is thus reflective of the Server player's subconscious in some way.
As with Sburb, in SLUMB, players will go on to visit other Lands, though here, this journey will end on a player's own Land, the final step of their personal journey, when they can explore a Land based on their own subconscious.
The way this journey is done is, as in Sburb, through Gates, but unlike Sburb, these Gates are not present in the beginning of the game. They must be created.
The first time a player's Dream Self goes to sleep after Entry, they find themselves back in their Real Self, back in their homes, though those are... different.
Their homes have expanded outward in every direction, corridor after corridor of familiar furnishings repeated endlessly.
The main purpose of this infinite labyrinth is to find further PROTOTYPING ITEMS, that is, items reflectice of an aspect of the player's subconscious.
Once found, these items further modify the player's Land, refining it, evolving it, making it a more complete reflection of the player.
This also creates further Gates, allowing more players to access their Lands and to continue their journeys.
The first item, used in the entry process, created the ONEIRIC GATE. The second creates the TWOIRIC gate, the third creates the THREERIC GATE, and fourth the FOURIC GATE, and so on.
This will be the first of a series of posts detailing the mechanics of SLUMB, a modified version of Sburb.
SLUMB might be featured in a narrative work, way down the line; if you care about spoilers very dearly, you might want to skip this read.
SLUMB, although heavily modified, is still played among internet friends using client-server connections.
One obvious difference is that in SLUMB, the Client Player is able to deploy PHERNALIA (game devices) themselves. This is done through a game-proprietary, Sylladex-like interface.
The Client's first task is to deploy Phernalia and with it employ the game's Alchemy system (to be detailed in a later post) to create an item necessary for entry, the GOETIC KEY.
Goetic: Pertaining to magic, specially dark magic or magic involving summoning demons.
Meanwhile, the Server player has their own task: To scour the(ir own) house for a PROTOTYPING ITEM. Despite the name, this is quite different from the sort of item uses to prototype a kernelsprite in Sburb: It is an item associated with some aspect of the Server player's subconscious, and finding it will create the ONEIRIC GATE in the Client player's house.
Oneiric: Pertaining to dreams.
With Gate in place and Key in hand, the Client player can enter the Incipisphere and begin the game proper.
Kind of feel like a potato at the moment. But this aesthetic video motivated me a bit to un-potato myself a little. Even if it doesn't for you, its even worth it just for just watching her aesthetic.🌸🌁
#Repost @kiwizzo with @get_repost 🛑 Stop the Killings Caravan Tour feat @massbassmusic, STK Bay Area (@versoulmusic, @powstrug, @ro3lay, @mister_rey.beats), @rus_slumbeautiful, United Cypher for the Philippines, @gala_theband | Lake Merritt UMC, 1225 1st Ave right across from Lake Merritt | 6:30-9:30pm | $10-25 cover | to raise funds and awareness about the human rights crisis in the Philippines. #oakland #stopthekillings #massbass #slumb (at Oakland, California)
slumbermancer replied to your post: “steam-sale-ly reminder to buy the bionic commando games because theyre...”:
is the 2009 one any good? also i thought rearmed was neat (still gotta beat it though!) and i want them to put rearmed 2 on steam but i doubt that will ever happen at this rate :(
2009 is technically really Bad but i think there’s some charm under it that wanted to escape but couldn’t because capcom made the developers make it really edgy
it’s a b-movie level game, lots of problems and ridiculously stupid twists throughout but its an Experience
if you’re doubtful though rearmed is super super unironically worth it in any case