Aquarion on Wed, 29 Nov 2006 12:31:30 -0700 (MST) |
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Re: [s-d] RFC: The Grid |
all players wrote: > shadowfirebird@xxxxxxxxx wrote: > >>> 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. >> > > Here at B Nomic, we pride ourself on our randomness. :) > The point is not to win, the point is to play. Play first, then win. > I suspect the winning strategy would involve giving points to other > players (there'd probably need to be some kind of clamp or delay to > prevent people from trying to immediately give it back...) As a general point, I'd like the grid more if the X axis was A->U rather than 0->19, giving us co-ordinates of A13 rather than 1,13, but that's just a personal preference :-) _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss