Charles Walker on Wed, 21 Aug 2013 15:05:18 -0700 (MST)


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Re: [s-d] [s-b] Testing


On 21 Aug 2013, at 00:09, Jamie Ahloy Dallaire <bad.leprechaun@xxxxxxxxx> wrote:

> Since people seem to be paying attention... :-)
> 
> Would there be any interest in starting a self-destructing round of nomic?
> What I have in mind is something that, in addition to a traditional nomic
> ruleset, also includes a core of (truly) immutable rules that operate
> something like a ticking timer that automatically ends the game when it
> reaches zero, and govern the (difficult) ways in which the group of players
> can temporarily halt or reverse the flow of time. There can't be a way to
> just legislate our way around the timer.
> 
> What I'm interested in is the potential for tension between competitive
> (seeking individual victory) and cooperative behaviour (trying to keep the
> game alive).
> 
> Do let me know if this already exists!
> 
> Jamie

Agorans recently played Agora XX, a sort of sub-nomic, to celebrate its twentieth birthday. The fixed end point made for some really interesting play, or at least play that was different to your standard email nomic game. The absence of any incentive to keep the game alive meant that there was no cooperative play in that sense, but in the end the game was won by a group of players working together to pass a proposal which made them win. 

I'd be interested to hear your ideas for how players can halt or slow the endgame timer. 
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