| Alex Truelsen on Tue, 10 May 2005 21:49:09 -0500 (CDT) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
| Re: [s-d] Re: [s-b] BvS submits p65 I Find problem. |
Comments are ignored in that they can't directly change the ruleset, but a
proposal with a story written within comments is a story proposal and
recognized as such. So it works out. Comments also aren't completely ignored
- explanations in comments can attempt to explain how a rule should be
interpreted, they just don't have force of law.
[[BvS]]
On 5/10/05, eugman@xxxxxxxxxxx <eugman@xxxxxxxxxxx> wrote:
>
> If comments are ignored by the rules how can players recieves chips for
> making a story proposal?
>
> > BvS has submitted a new proposal, p65.
> >
> > ---------------------------------
> > Proposal 65/0: [[The Baron's Story, Chapter One]] Lengthiness Is Because
> It Does
> > Oodles [[LIBIDO]]
> > A Standard Proposal by BvS
> > Last modified on nweek 88, nday 3
> >
> > [[
> > Two nweeks ago:
> >
> > With a throbbing hum and the roar of the landing fans, the luxury
> speeder
> > touched down gently. As the engines whined slowly towards a full stop, a
> ramp on
> > the underside of the vehicle eased open. A dark figure in a cape marched
> down
> > the ramp with a buisnesslike stride that bespoke dignified urgency.
> Several feet
> > from the base of the ramp, the figure stopped, and put its arms behind
> its back.
> > As its shoulders flexed, a quiet crunching noise and a relieved sigh
> floated
> > gently into the night. A second figure now exited the speeder and joined
> the
> > first.
> > "You seemed to be in a bit of a hurry, sir."
> > "It's been a while since I saw this place. That and I couldn't breathe
> the
> > canned air in there a second longer. I swear, I was going to suffocate.
> What've
> > you got there?"
> > "Intel sent this report just now on the state of things in the city
> these days."
> > "With their usual haste, I see. We're /in/ the city."
> > "Intel isn't what it used to be, sir."
> > "Nothing is, Campion. Nothing is." The caped figure looked around. "Why
> is it so
> > dark out here?"
> > "The floodlights haven't had maintenance done in almost a year, sir, and
> it's
> > probably a good bet that the generator has been picked over for parts by
> now."
> > "Figures."
> > "Would you like to read over this report, sir?"
> > "I'll look it over later. For now, just give me a quick rundown."
> > "Yes, sir. It seems that there was something of a catastrophe a little
> while
> > back. Most of the city entered a state of existence flux and ended up
> choosing
> > nonexistence, and the rebuilding just started from the remants in the
> city core
> > and the outskirts, like here."
> > "Well, I suppose it'll be easier to get around now. How about my
> holdings,
> > anything left?"
> > "It looks like there is almost no trace of vSOI or vSET in the city any
> more.
> > Everything is changed pretty significantly."
> > "Figures. You spend a few nyears out in the Empire territories and
> nothing is
> > left alone. Well, I'm back now for good. Order the transport of our
> resources at
> > Exile Base returned to the city."
> > "Yes, sir. Anything else for now?"
> > "No. Wait, yes. Make sure everyone remembers that things are a little
> different
> > here - some of the honorifics we used at Exile need to be dropped. Don't
> want
> > the other Players thinking I'm putting on airs."
> > "Which ones, sir?"
> > "Let's just go with all of them. Some of those were a little silly."
> > "Yes, sir."
> > "Let's get some rest. Tomorrow's a big day, after all. We have to let
> everyone
> > know that the Baron is back!"
> > "...I thought you weren't using honorifics, sir?"
> > "Dammit, Campion, I was being dramatic..."
> > "Shutting up, Baron."
> >
> > Present nday:
> >
> > The new headquarters was small, but it would do for the moment. It had a
> few
> > perks, such as a nice view, a large open field for landing speeders in,
> and a
> > secret underground complex. It was a vSOI listening post outside of the
> city,
> > equipped with its own bunker. It was also being renovated to include a
> handful
> > of other surprises and features as equipment was shipped in from the
> Empire
> > territories.
> >
> > The Baron watched out the window as a light scout speeder landed on the
> field
> > amidst a few other small vehicles. The pilot climbed out and handed a
> small
> > object to an officer standing by the landing pad, who turned and entered
> the
> > base at a brisk walk. A minute later, the same officer entered the
> topside
> > command center and, seeing the Baron waiting for him, walked over and
> handed the
> > memory stick over. The Baron nodded a dismissal and turned to the
> console beside
> > him to see what the pilot's report was.]]
> >
> > Create a new section of the Ruleset named "The Grid" with the following
> rule in
> > it:
> > {{
> > == The Grid ==
> > There exists the Grid. The Grid is a square composed of Units. The Grid
> is 25
> > units wide by 25 units tall. The units are unumbered from 1 to 25
> horizontally
> > (the x axis) and 1 to 25 vertically (the y axis). Each Unit can be
> expressed as
> > an (x,y) coordinate location. The unit (1,1) shall be below the unit
> (1,2) and
> > to the left of unit (2,1). [[So unit (1,1) is in the lower left of the
> Grid.]]
> >
> > Any object which is allowed to occupy a location on the Grid is a Grid
> Object.
> > Multiple Grid Objects may occupy the same Grid location except where
> explicitly
> > forbidden by the rules. All objects on the Grid occupy exactly one
> location each
> > except where a rule says otherwise. Players may not occupy any location
> on the
> > Grid, but may control the actions of Grid Objects when a rule permits
> it.
> > }}
> >
> > [[
> > The Baron stood, absorbing this information. Then he began typing and
> clicking
> > away at his console furiously. A few minutes later, he removed the
> memory stick
> > from its slot and gave it to the officer on duty. "Take this down to R+D
> and
> > tell them that I want a rough on my desk by tomorrow morning." As the
> officer
> > left, the Baron looked back at the screen, re-reading what he had
> written:
> > ]]
> >
> > Add a new rule to the "The Grid" section of the ruleset:
> > {{
> > == Forts ==
> > === Energy Allocation ===
> > There exist Grid Objects called Forts, each of which is owned by a
> player. No
> > player may own more than one Fort. Forts may not occupy the same Grid
> Location
> > as other Forts. Each Fort consists of a number of sections, initially
> 100.
> > Before the end of each nweek, each Player who owns a Fort on the Grid
> may divide
> > up to X energy, where X is the number of sections their Fort has,
> between their
> > Offense, Defense, or Special. Those allocations must be further
> specified as
> > follows:
> >
> > ==== Offense ====
> > Forts have an attribute called Range. Each Fort's Range starts at 5. An
> > otherwise legal target is in Range of a Fort if the square of its
> distance from
> > that Fort in the horizontal direction plus the square of its distance
> from that
> > Fort in the vertical direction is equal to or less than the square of
> that
> > Fort's range. Otherwise legal targets must be in range of a Fort in
> order to be
> > legal targets.
> >
> > Offense energy must have a legal target specified. Forts may target
> multiple
> > legal targets with Offense energy each nweek. Offense energy will be
> divided
> > equally among all legal targets specified, with any remainder randomly
> allocated
> > among those targets, unless otherwise specified by the player when they
> allocate
> > energy.
> >
> > Legal targets include:
> > * Other Forts
> >
> > ==== Defense ====
> > Defense energy is assumed to be allocated to the Fort it originates in.
> >
> > ==== Special ====
> > Special energy must be allocated as stated in the rules defining each
> Add-On to
> > be activated.
> >
> > === Nweekly Resolution ===
> > Allocations of energy should be sent privately to the Minister of Forts
> before
> > the end of each nweek. Allocations sent publicly will not be recognized.
> At the
> > beginning of each nweek, each Fort loses Y sections, where Y is the
> total
> > Offense energy allocated to that fort by other forts in the previous
> nweek minus
> > the total Defense energy allocated to that Fort in the previous nweek.
> If Y is
> > less than or equal to zero, the number of sections the Fort has remains
> > constant.
> >
> > === Add-Ons ===
> > There exist Grid Objects called Add-Ons. Unless otherwise specified,
> each Add-On
> > occupies the same location as the Fort it is attached to. An Add-On is
> attached
> > to the Fort owned by the Player who bought it when it is purchased. Each
> Add-On
> > must have a purchasing cost and an effect on the Grid. Add-Ons may also
> have
> > activation costs, to be paid each time they are used.
> > }}
> >
> > Create the following type of Add-On:
> > {{
> > __Fort Sections__
> >
> > Cost: 1 Genechip
> > Effect at purchase: Adds 3 to the number of sections in the buyer's
> Fort. After
> > this effect is recorded, this Add-On does not need to be tracked.
> > }}
> >
> > [[The next morning, there was indeed a rough plan for a Fort on the
> Baron's
> > desk, with a note attatched: "Looks good, boss, but how's anyone going
> to pay
> > for it? Also, Intel says they're not sure they'll have the resources to
> keep
> > tabs on ten other Forts."]]
> >
> > Add the following text to rule 3-11:
> > {{
> > Each player recieves a number of Genechips equal to one tenth the number
> of
> > sections in their Fort, rounded to the nearest integer.
> > }}
> >
> > Add a section to rule 4-4:
> > {{
> > === The Ministry of Forts ===
> >
> > The Ministry of Forts is a Ministry; its Minister may be called the
> Em-Ay. The
> > Em-Ay is responsible for maintaining a Public Display tracking the state
> of each
> > Fort - its location and other attributes, the number of sections it has,
> and its
> > Add-Ons. At the start of each nweek, the Em-Ay is responsible for
> resolving the
> > results of each Fort's allocation of energy. If the Em-Ay owns a Fort,
> it is
> > expected that e will not read any other player's Allocation before the
> start of
> > the nweek after those allocations are recieved.
> > }}
> >
> > [[Yes, that would do nicely. It was, of course, the Baron's hope that an
> all-out
> > war would not be started on the Grid. The previous Grid had been too
> chaotic,
> > too hard to track. This time, Forts would allow players to hold their
> own
> > sections of the Grid, lending some control to the system. People could
> fight if
> > they really wished, but perhaps they would be satisfied to stay
> peaceful... most
> > of the time. There was only one thing left to do.]]
> >
> > Give each Player who voted on this proposal a Fort. Players have one
> nweek to
> > place their Fort on the Grid. At the end of that time, the Em-Ay is
> empowered to
> > choose a location for any unplaced Forts.
> > ---------------------------------
> >
> >
> >
> > This Message was sent automatically by the Wiki.
> > Please do not reply to the sender of this message, as your replies will
> be
> > ignored. Thank you.
> > _______________________________________________
> > spoon-business mailing list
> > spoon-business@xxxxxxxxx
> > http://lists.ellipsis.cx/mailman/listinfo/spoon-business
> _______________________________________________
> spoon-discuss mailing list
> spoon-discuss@xxxxxxxxx
> http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss
>
_______________________________________________
spoon-discuss mailing list
spoon-discuss@xxxxxxxxx
http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss