Jamie Dallaire on Fri, 14 Dec 2007 15:12:17 -0700 (MST)


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Re: [s-d] Critical consultations (Was Re: [s-b] My RP: Set everything. )


I think that's actually not a bad idea at all. I would even add that it
should be possible for any player to flag any consultation as critical (with
all that support, of course). At the very least, the Unbeliever should be
able to (which is partly why I'd extend that power to anyone, so supplicants
don't start NOT putting down an unbeliever if they don't want it to go
critical but know there's relatively little chance of their potential
unbeliever being picked as priest).

The mechanism could even be simply something like

If X Players declare the consultation to be critical within Y ndays, then
[description of critical state].

Billy Pilgrim

On Dec 14, 2007 2:58 PM, William P. Berard <william.berard@xxxxxxxxxxxxxx>
wrote:

>
> Le 14 déc. 07, à 17:13, Daniel Lepage a écrit :
>
> >
> > On Dec 14, 2007, at 11:34 AM, Roger Hicks wrote:
> >
> >> On 12/14/07, Daniel Lepage <dplepage@xxxxxxxxx> wrote
> >
> >> The invalidity system I set up with the last RP really has nothing to
> >> do with the nature or duration of consultations. It's purpose was to
> >> maintain a defined gamestate during them. Sure, ambiguities need to be
> >> solved by consultation, and I agree that it takes time...not only for
> >> the judicial system to process it through, but for players to make
> >> comments and arguments for and against their positions. However, the
> >> problem arises when the gamestate is undetermined during this time
> >> window. Spending 4-7 days in a quantum state waiting for an answered
> >> consultation to become pondered is problematic. It either paralyzes
> >> the game (because everyone is unsure what actions will be valid) or in
> >> the most recent case leads to an undeterminable gamestate (because
> >> everyone goes ahead and takes actions that may have questionable
> >> validity without waiting for the answer).
> >
> > Waiting in an undeterminable state is bad, but waiting in an illegal
> > state is worse. Your system simply chooses an answer to the
> > Consultation and behaves as though it were true, with the result that
> > when the Consultation comes in, we may find that the last seven days
> > worth of actions were completely illegal. I would prefer an indefinite
> > gamestate to an illegal one.
> >
> > If the issue really does "paralyze" the game, then we should have an
> > Emergency, because that stops game time, and obviously game time can't
> > keep going if a consultation is paralyzing it.
> >
> > In fact, one could make a good case that every Consultation should
> > stop game time until it's decided. The only reason not to is that
> > there are so many frivolous Consultations.
> >
>
>
> How about (i should perhaps sumbit this as a proto-module for an RP if
> anyone is inclined to include this) players being able to flag their
> consultations as "critical" (or some other flag), and if they get, say,
> 2 or 3 support (something alike to 3 or 4 panic buttons being
> activated/hit/turned on), then the clock stops and the game is
> supsended until the consultation is answered (and its contestation of
> consistency possibly resolved) after which it becomes pondered and the
> game resumes?
>
> thet would give us a sort of middle ground, a soft emergency, between
> the regular consultation type (needs one player to be submitted, and
> does not stop gameplay) and a full blown emergency (needs at least 4
> PEP to be triggered, and stops the game for a fixed, unalterable, and
> ,arguably, quite lenghty, period of time)
>
> My reasoning behind this is that if this type of tool existed, both
> recent panic could have been solved in an elegant fashion and a short
> time with it. Hopefully.
>
>
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