Bryan Donlan on Fri, 2 Jul 2004 08:41:11 -0500 (CDT)


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Re: [spoon-discuss] Re:The Direct Approach.


On Thu, 1 Jul 2004 23:07:59 -0400 (EDT), Zarpint <athena@xxxxxxxxxxxxxxx> wrote:
> 
> On Thu, 1 Jul 2004, Araltaln wrote:
> 
> > My point is, while an automated system would work great for ruleset
> > changes, it would take a good deal of work to create one that would be
> > great for gamestate changes. Not, mind you, that at least having an
> > automated way to deal with the simple cases is a bad thing, but we
> > probably need to start with a method that has players in charge of
> > everything, and automate from there. Which, come to think of it, you
> > said anyway, bd. So I'm not sure what my point is, just that I have one.
> >
> > Although, by the same token, maybe we should start working on a BNF for
> > proposals or something.
> 
> I think we should restrict the automation here to changes in the ruleset
> also, for the same reasons. Our game tends to quickly outgrow any BNF we
> could give it.
> 
> In terms of writing it up, I think the web interface should consist of
> entering a script with functions like
> delete(450);
> 
> add("The Fish Rule", "There exists an entity called Bob the Voting Fish.",
> "Chutzpah", 7, "Gender", "foobar");
> 
> // creates a new rule with title "The Fish Rule", text "There exists an
> // entity called Bob the Voting Fish, Chutzpah 7, and Gender foobar
> 
> replace(333, "Call for Inquiry", "Call Shenanigans", "The Admin",
> "Almighty Bob");
> 
> // replaces the text "Call for Inquiry" with "Call Shenanigans" and the
> // text "The Admin" with "Almighty Bob" anywhere it occurs.
> 
> We then have a CGI script (or however we want to do that) that calls
> functions to delete, replace, or add an entry in the ruleset file, which
> should be written with unambiguous and clear syntax determining where
> rules start and stop. The parsing would probably be done most easily in
> Perl.
> 
> Also, note that bd's version of Araltaln's prop is different than the
> actual prop, which doesn't matter now, but will, considering that we are
> all devious Players who love breaking things. bd's version creates a new
> rule which repeals itself, whereas the original prop created no new
> rules. So if there were side effects for creating a rule, say Dying,
> it would matter.

True. I'd expect the automation to be simply bypassed in real use
(unless a suitable API's available)

-- 
bd
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