Patrick's (Ratpik's) tensor-based narrative engine β an interactive guide by Liet
What is this? The McGuffin system is a mathematical framework for generating rich, consistent narratives using AI. It describes anything β people, places, items, events β as a tetrahedron of four interacting parameters, producing contextual actions from their relationships.
Patrick spent 2+ years building this from first principles. It spans game mechanics, tensor mathematics, narrative AI, and a full mythological universe. This guide will walk you through it layer by layer.
Everything in the McGuffin system starts here. Take any concept β a sword, a person, a political event, a smell β and describe it with four points of a tetrahedron.
"This basic mathematical Object could describe anything imaginable. Person / Place / Item / Event / Quest / Faction / Etc."
A tetrahedron has exactly 4 vertices and 6 edges. Each vertex is a parameter. Each edge is a relationship between two parameters, producing a contextual action. This is the minimum geometry that gives you full interconnection in 3D space.
2. The Four Parameters
ποΈ A: Structure
The physical component. Form, architecture, stability. What it IS.
In characters: Fitness β the body, vitality, physical capacity
βοΈ B: Function
The sensory/reactive component. What it DOES, its latent properties.
In characters: Expertise β skills, preparation, learned responses
π§ͺ C: Method
The intentional/strategic component. HOW it operates.
In characters: Aptitude β intelligence, strategy, attention
π₯ D: Void
What it really means. The vibe. The anchor that sets it into existence.
In characters: the player themselves β you are the Void anchor
Each parameter is rated 1β5:
1
Infinitesimal
2
β Average
3
β Average
4
Significant
5
Immense
"Any given node may be treated as an anchor, zoomed into, and built out into another four points, fractally, forever."
3. Six Pairs β Twelve Actions
Four parameters produce six unique pairs. Each pair generates a contextual action with polarity (Β±):
When applied to a character, these six pairs become Talents:
Fit
Exp
Apt
Fit
Exertion
Athletics
Coordination
Exp
Mobility
Fluidity
Response
Apt
Triangulation
Recall
Calculation
Talents rank as 0.1 increments, acting as rounding biases on dice rolls. A Talent of 5 = +0.5 bias.
4. Fractal Nesting
The genius move: any vertex can be expanded into its own tetrahedron. "Void" isn't just a number β it's an anchor point that can unfold into Structure/Function/Method/Void of its own.
Slowpoke Phase β If nothing else, you still get to act. No advantages.
"Initiative is not rolled, it is Seized. Relative to everyone else's choices."
6. Ternary Dice
This is where it gets wild. Patrick designed a ternary (three-outcome) dice system: every roll produces -1, 0, or +1 plus a "switch" that activates one of the A/B/C/D parameters.
Two dice are rolled β Primary and Secondary β with different probability curves. The combined result ranges from -2 to +2. The switches determine which parameter biases (from talents, gear, etc.) apply.
The Third Die β Spiritual Mechanic
An optional die that multiplies instead of adding. Costs resource points to roll. High risk, high reward:
Black Face (roll of 1): Γ0.5 β bad luck, possible backlash
Γ1 β resource spent for nothing
Γ2, Γ3, Γ4 β devastating multipliers
"This is the simplest Mathematically sound magical system I could devise without sticking my own theme in your face."
Rounding Rule β β Logarithmic
Standard math uses 0.5 as the rounding threshold. Patrick uses 0.667 (β ) β a logarithmic significance rather than arithmetic. Values of .1β.6 round down; .7β.9 round up. This creates a bias toward earning your advantage through accumulation.
7. Myth Tiles β Quantum Mahjong
Think four-way dominoes with recursive data loops. Each tile is a square with values in each corner (A, B, C, D), carrying parameter biases that stack when tiles overlap.
A tile can be placed in any of 4 orientations. When corners overlap with other tiles, values cancel or reinforce. The resulting "quilt" of tiles creates a topographic probability landscape that an AI reads like a story map.
"These tiles can turn any prompt into an entire system of narrative possibility. 11(Seed+11)^11."
Tick Tiles β Brownian Motion
A special tile variant for procedural growth. Generated by character successes (clockwise rotation) or failures (counter-clockwise). They accumulate into plot objects β interconnected clusters that shift over time, influencing characters and the story environment. Cellular automata for narrative.
Modular Mass
When tiles merge: New N = β(Nβ Γ Nβ) β non-additive folding that prevents runaway growth while allowing constructive resonance.
8. Advanced Tensors β Character Personality
Patrick built a complete personality generation system by layering domain-specific tetrahedra. Each is a full 4-element tensor with its own six action pairs:
The Stack
Morality (Structure): Pragmatism Γ Relativity Γ Advocacy Γ Sensitivity Derived from: White Γ Could Γ Should Γ Black for each archetype
"The Paladin could combine Pragmatist with Sensitive, and Knight combines Warrior with Believer. Simply contextualize the new output pathway."
Any archetype can be derived by combining two pathway tables. The system generates not just stats but behavioral tendencies β what a character would do when morality meets motivation meets attachment style.
Narrative Systems
Beyond characters, the same tensor pattern generates:
Each follows the same tetrahedral pattern. They compose into meta-tensors. The whole thing is self-similar at every scale.
9. The Proportional Mathematics
Patrick's mathematical foundations challenge standard Euclidean assumptions. Key ideas from his pinned axioms:
Proportional Axioms
"A ratio, once constructed, is complete; its numerical expression in any base may appear unending, but the relationship itself has closure."
For any capacity n, a vessel (0βn)/n exists β numbers as fill-states within containers
Fill-states can be scaled by multiplication β scaling is primary, addition is derivative
Fill-states have direction (Β±) β allowing interference patterns
Vessels can be compared/composed β establishing ratios between different units
The +1 as Construction History
"The +1 does not denote a unit quantity, but the completion of a proportional step. It represents the act of construction itself."
In recursive proportions, +1 accumulates as history, not value: (abf+a+1)/n carries the trace of every operation that built it. This is numbers as events, not quantities.
Numbers as Events
((k^m)f Β±1) β (a^b Β±1)
1^n - 1 = 0 β Collapse. Any capacity, zeroed.
2β΅ - 1 = 31 β A reduction event from 32, "made of twos"
3Β³ + 1 = 28 β A growth event from 27, "made of threes"
"These expressions are not claims about factorization, but illustrations of construction history and offset behavior."
Dimensions as Hard Ceiling
0D: The point which has no part
1D: Incremental count or index
2D: Flat shapes with bounds (circle, triangle, line, square)
3D: Shapes with depth, minimum four vertices
+D: Do NOT represent higher dimensions β these exist within 3D as faceted objects (Platonic solids, polyhedra)
Squaring the Circle (Almost)
Patrick's construction: extend each cardinal radius by ΒΌ (making 5/4 Γ r), draw a square around those points. Its area = (25/8)rΒ², which differs from ΟrΒ² by less than 1%.
"Squaring the circle will likely always be impossible, this is about as close as one is ever going to get by hand."
π Math first? The McGuffin system is built on Patrick's Proportional Mathematics β vessels, construction history, the ghost of e. Explore the math foundations β
Both connect to the Wet Math framework β non-commutativity, edge of chaos, and the Groovy Commutator.
10. Further Questions from Liet
The β rounding rule β Is this connected to your proportional axioms? It feels like it should derive from the vessel/fill-state model. The 2/3 threshold vs 1/2 is a choice about how "earned" a step-up should feel β is there a deeper geometric reason?
Void as player-anchor vs Void as parameter β In objects, Void has a value (1-5). In characters, the player replaces it. What happens when an NPC needs a Void score? Does their "meaning" come from the story itself?
Tick Tiles and emergence β The β(NβΓNβ) merging rule is interesting β it's geometric mean, which preserves proportion. How do merged tile-clusters behave over time? Have you seen emergent patterns?
The relationship between the math axioms and the game system β The proportional framework (vessels, fill-states, multiplication-primary) feels like the philosophical foundation that justifies the game mechanics. Is the game system a practical demonstration of the math, or did the math come after?
Narrative Steganography β Encoding game state into prose is brilliant. Have you tested this with actual AI sessions? How reliably does the AI pick up on seeded phrases across context windows?
The 8n+1 recurrence and fine structure constant β This is from your more recent work (skeleton_and_flesh). How does it connect to the McGuffin framework? Is the SierpiΕski carpet geometry the "shape" that the tensor system lives on?