shadowfirebird on Thu, 30 Nov 2006 02:46:37 -0700 (MST) |
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Re: [s-d] RFC: Rule Tag |
Thanks for all the suggestions and support, folks. Apparently my weird frame of reference has found some like minds. I honestly thought that only I would like the idea of using the actual ruleset as a gameboard... >>>> 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. <<<< I'll leave that as a further enhancement I think. But I certainly like the idea. >>>> 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. <<<< Inevetably that is exactly what will happen. I'll post it in this upcoming game week. Along with a few other weird bits - one of which I guarantee is too weird for anyone to vote FOR on... >>>> 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. }} <<<< I'm not sure how I feel about passing a rule that has no effect on the ruleset, only on ruletag. But I can't see an easy way of stopping it - or a reason to. >>>> I disagree with "they have to be able to get out of the game if it got too weird for them". I think if you commit to playing a subgame, then you're in it until something happens. Maybe you could give people the option of backing out by paying points equal to what they'd lose if the rule they're on is repealed? <<<< I really do think that each subgame should be optional. But paying points to move to null sounds like a really good idea. >>>> Also, the ability to withdraw will be used to avoid penalties - if I think my rule is going to get repealed, I'll just withdraw from the game for a moment, dodging the penalty and getting a free teleport in the process. <<<< That's a very good point that needs fixing. Maybe just paying points to move to null would do that. > True, but I still think we'll have problems deciding what counts as a > "definition" if we don't explicitly label which rules define which > objects. I've said that the Admin gets the final say; and while not 100% objective I don't think that it's a difficult call. For example, 1-5 defines "administrator". Other rules grant the admin power, but none of them define what the admin actually IS. > I agree that there should be different levels of difficulty on the > paths. But having a rule that links to virtually all rules takes some > of the fun out of it by trivializing the topology. Maybe there will be a list of definitions that are invalid for path-walking in the initial rule. > I don't see why it shouldn't affect the navigation. As you remarked > earlier, it's a lot cooler if we're just using the normal rules. Blue > Frogs could be objects involved in some process completely unrelated > to rule tag. So long as blue frogs have "nothing" to do with ruletag, then it's okay to use them to navigate.... :) Optional _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss