shadowfirebird on Wed, 29 Nov 2006 10:30:47 -0700 (MST) |
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Re: [s-d] RFC: The Grid |
> I think it looks like a lot of fun, however I'm worried that mobility > will be hard. You allow players to move from rX to rY if and only if > rY defines a term that is used in rX; this creates a directed graph > on which the players can move. Glancing over the current rules, it > seems to me that everyone will eventually end up trapped in R1 It's not as bad as that. You can move from rX to rY if rX defines a term in rY +or+ rY defines a term in rX. So all paths go both ways. And in any case you always have the option of dropping out of the game (moving to null) and then choosing a new starting RTL. > I don't know how hard it would be implement this, but what about > connecting the rules in an undirected graph where rX connects to rY > if they have at least three words of five or more letters in common? I think that would be too easy. And not nearly as elegant: having navigation depend on the spelling rather than the actual rules. > Or perhaps we could bring back Keywords, where each rule has a list > of keywords telling what it relates to (for example, r2 might have > the keywords "Proposals", "Voting", "Players"), and you can move to > rules that share keywords with your current rule. I thought of that, and it's doable. We could have other ruletag-only sections for each rule, too. "this rule deals with judgements....there is a blue frog here". But I think we should leave that as an add-on. I'd rather get the basics working without it. Besides, I like the 1-1 correspondance between the ruleset and the gameboard; the idea that to change the gameboard, you actually have to change the ruleset - at least for navigation.... > Also, it seems like in general this game will make you lose more > points than you gain, because of changing rules, so there doesn't > seem to be a strong incentive to play the game. Well, that's easily fixed. I really haven't worked through the numbers yet. > We could set up an even weirder system... For example, maybe when > somebody's score tops 100, the player with the *second highest* score > wins. Eurgh. what would the winning strategy be? A little too random for my tastes. Optional. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss