Sonnet Nazi on Thu, 21 Jul 2005 14:12:40 -0500 (CDT)


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[s-d] Re: Wonko amends p175


On 7/21/05, automailer@xxxxxxxxxxxxxxx <automailer@xxxxxxxxxxxxxxx> wrote:
> Wonko has amended p175.
> 
> ---------------------------------
> Proposal 175/2: Rewriting lots of stuff
> A Proposal by Wonko
> Last modified on nweek 94, nday 6
> 
> [[
> /1: Made prices on Talismans optional; Talismans can only be Forged if they
> have a price. Also added clauses to prevent clobbering p160 and p170 (i.e.,
> reimplement their changes with the new rule layout iff they passed).

"iff" is an incorrect spelling.  No burn, but please change.

> /2: Specified that Souls Bound to Talismans held by a player do not count as
> Souls held by that player.
> ]]
> 
> Create a rule in section 10 of the ruleset:
> {{
> == Household Objects ==
> 
> A Household Object is any object that can be located within a Room of the
> House. Players are Household Objects. Unless the rules specify otherwise, no
> Household Object may ever occupy more than one Room.
> 
> If a Household Object is marked as Carryable, then any player who is in the
> same room as that object may take it; it is then held by that player and
> stays with em until removed. Players may not take Household Objects held by
> other players unless explicitly permitted by the rules.
> 
> When a player leaves the game or ceases to have a location within the House,
> all Household Objects e was carrying are dropped in the room e was most
> recently in.
> 
> A player may give a Household Object e holds to another entity if and only
> if both entities agree to the trade or the rules specifically permit it.
> 
> Any player may drop a Household Object e holds in the room e is in at any
> time.
> }}
> 
> 
> Create a rule in section 9 of the ruleset:
> {{
> == Tools ==
> Certain objects may be designated as Tools. Each Tool has a body of text
> associated with it called its Effects; this describes what happens when a
> player uses the Tools, and may also include general effects of having the
> Tool, being near it, and other such things. The Effects field of a Tool may
> only be changed as explictly permitted by the rules. It is acceptable to
> have a subsection of an existing rule be the Effects field of a given Tool.
> 
> The Effects of a Tool may include static effects, triggered effects, and/or
> activated effects.
> 
> [[ Examples:
> static effect: "as long as you hold this, X applies to you" or "X always
> applies"
> triggered effect: "When X happens, Y happens"
> activated effect: "You may do X to have Y happen"
> ]]
> 
> 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 Effects field (however, this does not limit the number of
> identical copies of a given Tool that may exist).
> 
> }}
> 
> Replace the text of rule 7-2 with:
> {{
> == Talismans ==
> 
> Talismans are Tools. Each Talisman has a Rarity, which must be one of
> Unique, Rare, Absurdly Common, Common.
> 
> No player may Forge a Unique Talisman if a copy of it already exists. No
> player may Forge a Rare Talisman if e already holds a copy. Absurdly Common
> Talismans can be forged more quickly, according to the paragraph below.
> 
> Each type of Talisman may have a Price, which is a list of objects.
> 
> If the price of a Talisman type lists X SP for any number X, this is
> shorthand for "A Soul or group of Souls with combined value X SP or
> greater".
> 
> Any player who has at least one of the objects in a given Talisman type's
> price may attempt to Forge a Talisman of that type, or may contribute the
> object(s) to another player's attempt to Forge a Talisman of that type.
> [[Note that Talismans without prices cannot be Forged, and must be created
> through other means. ]]
> 
> If, at the end of the 4th, 8th, or 12th nday of an nweek, a player has been
> attempting to Forge a Talisman for four or more ndays, and for four or more
> ndays enough objects have been contributed to the forging to fulfill the
> price, then the Forging resolves: a new Talisman of that type is created in
> the possession of the player who attempted to Forge it. This destroys the
> objects spent for the price, except for Souls. Souls spent this way become
> Bound to that Talisman. Souls Bound to Talismans held by a given player do
> not count as Souls held by that player.
> 
> This happens at the end of each nday for Absurdly Common Talismans.
> 
> When a Talisman is destroyed, all Souls Bound to it become Lost.
> 
> Talismans are Carryable Household Objects.
> }}
> 
> If p170 passed, add to the preceding rule the text "Each Talisman has a
> Type, which is simply a string of characters that serves only as a means for
> rules to discriminated between different groups of Talismans." at a location
> of the Manager's choosing.
> 
> If p160 did not pass, remove the mentions of 'Absurdly Common' as a rarity
> from the preceding rule.
> 
> Repeal rule 7-4.
> 
> Replace the text of rule 7-1 with:
> {{
> == Fun With Souls ==
> 
> Souls are Carryable Household Objects. When an Outsider who was never a
> Player before becomes a Player, a Soul is created in eir possession and
> bearing eir name. The player who holds a Soul may be referred to as that
> Soul's Master.
> 
> Each Soul has a State. If a Soul is bound to a Talisman, its state is Bound.
> If a Soul is held by a Player, its state is Found. If neither of these are
> true, the Soul is Lost.
> 
> Players who aren't their own Soul's Master may not pick up new Souls.
> 
> No player may take a Soul if they already hold three; if a player ever holds
> more than three Souls, e drops them at random until e only has 3. [[Note
> that you may drop your own Soul in this manner. ]]

change to "if e already holds three"

> Souls may have an attribute called Value. The Value of a Soul is expressed
> in Soul Pennies, or SP.
> If the Soul corresponds to an existing Player (hereafter called its Owner),
> then its Value is always equal to 100 plus twice its Owner's Amplitude.
> Otherwise, its value doesn't change except when the rules say it does.
> }}
> 
> Repeal rule 7-5.
> ---------------------------------
> 
> 
> 
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Wonko gains 1 grammatical burn.
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