shadowfirebird on Wed, 29 Nov 2006 13:20:32 -0700 (MST) |
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Re: [s-d] RFC: Rule Tag |
> Actually, I don't think I like letting players move to null. If the > rules change and you get trapped, then you'd better find a way to > make a new rule for you to travel to before somebody repeals your > prison. ::LOL:: And +I+ thought it was cruel enough to have them "fall off the game" if someone repealled the rule they were standing on...! I love your idea, but they have to be able to get out of the game if it got too weird for them, which is the other reason for a move to null. And from there they have to be able to start the game again... so I think we're stuck with the "off the board and on again" thing if we're to keep the ruleset simple. > I'm also a bit worried that we'll have ambiguity regarding which rule > "defines" a word. What if the full definition of a term is spread > across multiple rules? I can't think of an example offhand of how > this would happen, but I'm not willing to accept it as impossible > either. If more than one rule defines a word then all are fair game to move to. You were right in your original response; the trick will be to make sure that there aren't too many dead ends, rather than trying to make it maze-like enough. > Both problems could be solved by adding an extra field to each rule > that lists the objects defined by that rule and the objects mentioned > by the rule. Well, yes, but it's only a short step from there to proposing a change that changes the fields but not the actual rule; and there you've lost the connection between the ruleset and the gameboard again... > This would also make it easy to "turn off" certain words > if we felt they were overly connective (for example, "player", > "nweek", and "Game Object" will all connect to a vast majority of the > rules). I quite like the idea that some rule-paths should be easy to walk and some more difficult. Hiding in a backwater and occasionally sneaking out to ambush someone is a valid tactic; but so is running around like crazy - somewhat like a corridor game, come to think of it. > A subcommittee/minister to keep those up-to-date would be helpful. I would say vital. I'm not proposing this until we've got one. I'm trying to draft something, but it's tricky for a newbie like me. > Heh... I can see all sorts of random rules being made just to make > tag pathways. Yes! My thoughts exactly! "Is he proposing that change because he thinks it's a bad rule? Or is it a ploy? ...Or is he trying to maroon me?!" > Also, a rule could influence the players on it: > {{ > __Springboard__ > Any player who occupies this rule at the beginning of an nweek may > make three moves instead of one this nweek. > > This rule mentions blue frogs. > }} We'd need to define a ruletag-specific section at the end of every rule that had no effect on the rule nor on ruletag navigation; then we could do what we wanted. I had vague notions of playing capture-the-flag, actually. ...but I think that we're getting ahead of ourselves. Optional _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss