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[s-b] [auto] Peter amends p280


Peter has amended p280.

---------------------------------
Motion 280/1: Grand Reunification Of All Nomic Game Objects
A Proposal by Peter
Last modified on nweek 99, nday 11

[[Acronym: GROAN GO]]

[[
This makes all Game Objects into basically what are now tools. We have
talismans and rooms affecting the game, but the precedence and
ordering between them and the rules seems poorly defined at times. It
seems to me that this prop unifies everything and makes everything
clearer. But maybe it's just me.

Eventually, I'd also like to change all Game Actions to be activated
abilities. We can have voting just be an activated ability on a prop,
for example. We could have the Game holding the House, which holds
Rooms, which holds players, and the picking-up and using objects in
the house just becomes an inherent part of the game. Or something like
that.

Please provide feedback on what you like and don't like about this
proposal. In particular, I'm not sure exactly how the precedence stuff
should work. (But I'm not sure how it currently works with non-rule
objects affecting the game, so I suspect that this attempt to define
it will be an improvement.)

Then again, this may horribly and irreparably break the game. :)
]]

Delete Rule 9-10.

Change Rule 1-2 to have the following text:
{{
=== Game Objects ===

The game of B Nomic consists entirely of Game Objects, which may be
known simply as Objects. Anything that exists in the game is an
Object, and anything that is not an Object is not in the game.

Each Object has a name.

=== Outsiders ===

An External Force is anything which exists independently of the
game. That is, it would still exist if the game stopped existing, and
would still exist if the game had never started existing.

An Outsider is an External Force which is also an Object. [[ i.e.,
something that exists outside of the game but is also acknowledged by
the rules as influencing the state of the game, and thus exists within
the game as well, such as a player.]]

=== Game Documents ===

Some objects are known as Game Documents. Each Game Document includes a
body of text.

In each Game Document, with the exception of this paragraph, text between
doubled square brackets (that is, text between "[[" and "]]") shall be
deemed Comment Text. Comment Text has no direct effect on the state of
the game, although Game Objects can read it.

=== Possessions ===

Each object has a set of objects that it is said to hold.

=== Abilities ===

Each object has a set of abilities. There are three types of
abilities, which are triggered, activated, and static.

The use of the 2nd person (i.e., 'You', 'Yourself', 'Your', etc.) in
an ability is assumed to refer to the entity which holds that object,
except when describing activated effects, in which case it refers to
the object which activated the effect.

==== Triggered Abilities ====

Triggered abilities start with the word "when" or "whenever", in the
format "When X happens, Y happens". A triggered ability continually
watches the game, and causes Y to happen whenever X does.

==== Activated Abilities ====

Activated abilities are in the format "{cost}: {effect}". An object
allowed to play an activated ability may do so as a Game Action by
paying {cost} to cause {effect} to happen. A {cost} may include one or
more Objects, and paying the cost means that those Objects are
destroyed unless otherwise stated. A {cost} could be 0, in which case
there is no cost to perform the action.

An object which holds an object with an activated ability is allowed
to play that ability.

==== Static Abilities ====

All other abilities are static abilities. Static abilities describe
how they affect the game.

=== Other Attributes ===

Objects may also have other attributes, as described in the definition
of each object.
}}

Change the text of rule 1-4 to be
{{
A Forum is any External Force that allows Outsiders to
communicate. Each forum may be designated as one of the terms Private,
Public, or Discussion. All Fora are initially Private.
}}

Change the text of rule 2-1 to be
{{
There is a Game Object named the Ruleset. The Ruleset holds Game
Objects which are named "Section". Each section holds Game Objects
which are named "Rule".

Each section has a uniquely identifying number, often represented as a
Roman Numeral. If a section is created that does not have such a
number, it is assigned the number one higher than the current highest
such number. Each section may also have a title.

Each rule has a number given by the number of the section which holds
it, a hyphen, and a number which is unique within its section. If a
rule is created that does not have such a unique number, it is
assigned the number one higher than the current highest number in the
section which it is in, or 1 if there are no others. Each rule may
also have a title.

Rules are Revisable Game Documents. The text of each rule defines that
rule's abilities. [[Most rules consist entirely of static abilities
that define how the game is played.]]
}}

Change the text of rule 2-2 to be
{{
Should it happen that the text of one ability contradicts or otherwise
invalidates the text of another, the two abilities are considered to
be in conflict. If one of the abilities explicitly states that it
takes precedence over or defers to the other, and the other does not
make a contrary claim, these claims are used to determine which shall
take precedence.

If this is not the case, then:

 * If both of the abilities are on the same object, then the one defined
   by later text will take precedence over the earlier text.

 * If one of the abilities is on a Rule, and the other is not, then
   the one that is not on a Rule takes precedence.

 * If both of the abilities are on a Rule, and those Rules are held by
   the same Section, then the Rule with the lower unique number within
   that section takes precedence over the Rule with the higher number.

 * If both of the abilities are on a Rule, and those Rules are held by
   different Sections, then the Rule within the section with the lower
   section number takes precedence over the other.

 * If neither of the abilities is on a Rule, then the object created
   later has precedence over the other.

The abilities of this rule take precedence over all other abilities.
}}

In rule 2-5, change "rules" to "abilities" and "rule" to "ability".

[[How we could start changing things into activated abilities:]]
In rule 3-15 change
{{
A player who has a Clock Key may as a Game Action change eir Clock
Key's value from Off to On or from On to Off. This Game Action may be
performed regardless of the Clock state.
}}
to
{{
Clock Keys have the ability {{0: Change this Clock Key's value from
Off to On or from On to Off. This ability may be played regardless of
the state of the Clock.}}.
}}

Change the text of rule 9-13 to
{{
Certain objects may be designated as Tools. Each Tool has a body of
text associated with it which define its abilities.

Each Tool also has a Game Document associated with it called its
Appearance; this may be an empty text (and is if no Appearance has
been specified for that Tool), but in general it should be a
description of what the Tool looks like, either in plain text or via a
link to an existing image outside of the game (such as the url of a
gif or some such thing).

No Tool may ever be created that has the same name as an existing Tool
but a different sot of abilities (however, this does not limit the
number of identical copies of a given Tool that may exist).
}}

---------------------------------



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