all players on Wed, 29 Nov 2006 14:34:50 -0700 (MST) |
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Re: [s-d] RFC: Rule Tag |
shadowfirebird@xxxxxxxxx wrote: >> 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. Who says there needs to be an escape route? :) Start everyone off on random rules, let there be no escape. >> 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. Rather than define, how about any rule which refers to a given entity? Some kind of 'bomb' attaching to game objects might be interesting, to prevent people from crossing very popular terms (eg, nweek, rule, etc) - that is, if Player X uses a bomb on 'rules', then any player using 'rule' to cross between rules will destroy the bomb and lose, say, 30 pts to the bombing player. >> 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. Don't worry too much about writing it properly - if you're really concerned about making it sound 'right', just make it as stuffy-sounding as possible and post it to s-d for discussion. >> 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. Why have a separate section? It could be something like: {{ __Springboard__ Any player who occupies this rule at the beginning of an nweek may make three moves instead of one this nweek, gaining two blue frogs in the process. }} _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss