Antonio Dolcetta on Mon, 18 Dec 2006 04:40:53 -0700 (MST) |
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[s-d] it lives! revision (draft) |
/* quite a few changes, all of the already discussed modifications + a round structure with victory conditions combat mechanics revised creature construction revised joining the subgame rewrite the slab: rewrite of the too-hard-to-implement rule new Foment Rebellion move market revised misc. small changes (mostly cosmetic like renaming Brightness to Intelligence, making something happen on rainy days, bodypart rarity rewrite etc.) I'm planning to actually propose this in the new year please let me know what you think about it /* Create a new rule that reads: {{ == Subgames == Subgames are Game Objects. Subgames consist of a list of Subgame Rules /*such as all the rules in a certain section*/. Subgame Objects are Game Objects that exist in a Subgame. }} create a new section in the rules called "It Lives!" Create a new rule in section "It Lives!" that reads: {{ == It Lives! == It Lives! is a Subgame of B Nomic. Rules in the "It Lives!" section of the Rules of B Nomic are the Subgame Rules of the It Lives! Subgame. Any B Nomic Player may, as a Game Action join the Subgame of It Lives! at the cost of one point. All players of It Lives! automatically gain the Property "Playing It Lives!" upon joining the Subgame. Any B Nomic Player may, as a game action, leave the Subgame of It Lives, in this case, e automatically loses the "Playing It Lives!" Property. All Players of B Nomic that have the "Playing It Lives!" property are also Players of the It Lives! Subgame. Losing the "Playing It Lives!" for whatever reason causes a Player to cease being part of the it Lives! Subgame Except for this rule all instances of the word "Game", "Rule" and "Player" in the It Lives! section refer to the It Lives! Subgame, the It Lives! Subgame Rules and the Players of the It Lives! Subgame respectively unless specified. There exists a post called the "Shelley" with the following properties: * Powers: as detailed in the It Lives! Subgame Rules * Responsibilities: Making sure Players understand the state of the It Lives! Subgame }} Create a new rule in section "It Lives!" that reads: {{ == It's too hard to do that == The Slab is a Game Document. Changes that would me made to the Subgame Rules of It Lives are instead transcribed to the Slab. The Shelley may at any time remove a Change that is described on the Slab and apply it to the Subgame Rules of It Lives! The Shelley may as a Game Action Delete any Change that is described on the Slab. The Shelley may as a Game Action mark or unmark any Subgame Rule of It Lives! as "Needing Implementation", Rules that are marked in such a way are ignored, although they can be read. }} Create a new rule in section "It Lives!" that reads: {{ == Victory and Defeat == === Rounds === The Game is divided in Rounds. Rounds are started by the Shelley as a Game Action. When starting a Round the Shelley must specify what will be the Winning Condition(s) for that round. Whenever a player or more than one Player simultaneously meet the Winning Conditions: # that Player (or Players) win the Round # all Players lose the "Playing It Lives!" Property and leave the Game # all Subgame objects are destroyed # the Round ends === Winning === Whenever a Player wins the game of It Lives! e gains 15 points and gains the title of "Mad Doctor" until the end of the next Round of It Lives! === Losing === If a Player Loses the Game , he loses the "Playing It Lives!" Property and all of eir Subgame Objects are destroyed. /* however, e can just rejoin*/ }} Create a new rule in section "It Lives!" that reads: {{ == Game Mechanics == === Only Integers Please === Whenever a Rule calls for an arithmetic operation on numbers the final result of the operation will always be rounded down to the closest integer. === Rolls on Stats === Sometimes the Rules call for an Object (e.g. a Creature) taking, making or passing a Roll on x, where x is an Attribute, or a number derived from some arithmetical operation on Attributes. The result of such a Roll is determined by applying the following method: # calculate x if necessary, using the Attributes of the Object that is taking the Roll # Roll a 20 sided dice # if the resulting number is less or equal to x the Roll is said to have been passed # if the resulting number is less or equal to x the Roll is said to have been failed }} Create a new rule in section "It Lives!" that reads: {{ == Player Properties == === Gold === Gold is an Attribute with the following properties: * Scope: Players * Range: positive integers, (including zero) * Default Value: 100 /* Gold is the currency of It Lives!, Players can buy and sell stuff with it */ === Turns === Turns is an Attribute with the following properties: * Scope: Players * Range: 0 to 20 * Default Value: 6 /* Turns represent time, Players can do stuff using Turns */ At the beginning of each Nday each player gains one Turn. === Lit Torches === Lit Torches is an Attribute with the following properties: * Scope: Players * Range: 0 to 10 * Default Value: 0 /* The villagers are enraged! The villagers sack the castle! Everything is LOST! */ If at any Time a Player has 10 lit torches, eir Lab is destroyed. === Family Heirlooms === Family Heirlooms is an Attribute with the following properties: * Scope: Players * Range: positive integers, (including zero) * Default Value: 1 }} Create a new rule in section "It Lives!" that reads: {{ == Objects == === The Lab === A Lab is a Subgame Object. Each Player owns a Lab. Labs can be destroyed as described in the Rules. If a Player's Lab is destroyed, that Player loses the Game. === The Market === The Market is a Subgame Object. The Market lists Bodyparts for sale together with their price }} Create a new rule in section "It Lives!" that reads: {{ == Creatures == A Creature is a Subgame Object. Each Player owns a Creature. Each Creature is initially named "playername's Creature" where "playername" stands for it's owner's name. Each Creature is initially made of the following Bodyparts. * a not-so-bright head * a puny arm * a puny arm * a pitiful torso * a wooden leg * a wooden leg === Muscle === Muscle is an Attribute with the following properties: * Scope: Creatures and Bodyparts * Range: 0 to 20 * Default Value: 0 /* Muscle represents how strong the creature is */ === Dreadfulness === Dreadfulness is an Attribute with the following properties: * Scope: Creatures and Bodyparts * Range: 0 to 20 * Default Value: 0 /* Dreadfulness represents how scary the creature is */ === Speed === Speed is an Attribute with the following properties: * Scope: Creatures and Bodyparts * Range: 0 to 20 * Default Value: 0 /* Speed represents how fast the creature is */ === Intelligence === Intelligence is an Attribute with the following properties: * Scope: Creatures and Bodyparts * Range: 0 to 20 * Default Value: 0 /* Intelligence represents how smart the creature is */ If any of a Creature's Attributes is 0, the Creature is said to be Incapacitated. Incapacitated Creatures cannot Intimidate Villagers nor Attack. If all of a Creature's Attributes are 0, the Creature is said to be Dead. Creatures contain up to 6 component Bodyparts. Bodyparts that are contained in Creatures cannot be Sold on the Market or used as Replacing Parts. Bodyparts contained in a Creature are owned by the Containing Creature. The attributes of a Creature are the sum of the attributes of it's component Bodyparts. }} Create a new rule in section "It Lives!" that reads: {{ == Bodyparts == Bodyparts are Subgame Objects. Each Bodypart is an instance of one of the Bodypart Templates. Bodypart Templates are Game Documents that describe a Bodypart. Bodypart Templates list Attribute values, but do not possess them themselves, however the Bodypart described by the Template possesses the listed Attribute values (or the default value if none is listed). Bodypart templates may also contain: * a description /* e.g.. this arm is from a woodcutter, it is very strong */ * a special condition which might grant a bonus or malus, or permit a certain action, when met. /* e.g.: if your opponent's creature has at least a wooden leg, your creature gains +5 Muscle during this attack */ === Bodypart Types === Type is an attribute with the following properties: * Scope: Bodyparts * Range: head, arm, torso or leg * Default Value: torso /* eh, have to put something here */ === Rarity === Rarity is an attribute with the following properties: * Scope: Bodyparts * Range: integers from 0 to 10 * Default Value: common === Gaining Bodyparts === Whenever a Player gains a random Bodypart (e.g. by Looting the Graveyard) , the following method is used to determine which Bodypart is gained: # randomly select a Rarity Number between 0 and 10 # randomly select a Bodypart from the Bodypart Tepmlates listing a Rarity that is lower than the selected Rarity Number === Broken Bodyparts === Bodyparts can be Broken, whenever a Bodypart is Broken all it's Attributes are set to 0. }} create the following Bodypart Templates {{ = Bodypart Templates = == Heads == not-so-bright head * description: it's not very bright * special: none * Type: head * Rarity: 0 * Intelligence: 5 abnormal head * description: this head has a queer smile on it's lips * special: none * Type: head * Rarity: 5 * Intelligence: 1 * Dreadfulness: 7 * Muscle: 2 napoleon's head: * description: it was once the head of a great general * special: none * Type: head * Rarity: 7 * Intelligence: 20 == Arms == puny arm: * description: it is puny * special: none * Type: arm * Rarity: 0 * Muscle: 5 right arm: * description: goes together with the left arm * special: while a creature has both a left arm and a right arm, that creature gains +2 muscle * Type: arm * Rarity: 2 * Muscle: 6 left arm: * description: goes together with the right arm * special: while a creature has both a left arm and a right arm, that creature gains +2 muscle * Type: arm * Rarity: 2 * Muscle: 6 strong arm: * description: it is very strong * special: none * Type: arm * Rarity: 5 * Muscle: 9 assassin's arm: * description: it knows where it hurts the most * special: none * Type: arm * Rarity: 5 * Muscle: 5 * Intelligence: 5 hairy gorilla arm: * description: it is very strong, with added hairiness * special: none * Type: arm * Rarity: 8 * Muscle: 11 * Dreadfulness: 9 == Torsos == pitiful torso: * description: it is piteous * special: none * Type: torso * Rarity: 0 * Dreadfulness: 5 * Muscle: 1 * Speed: 1 lean torso: * description: nice and lean * special: none * Type: torso * Rarity: 2 * Dreadfulness: 2 * Muscle: 2 * Speed: 4 rotting torso: * description: it's disgusting ! but not very strong * special: none * Type: torso * Rarity: 4 * Dreadfulness: 10 metal torso: * description: must have come from the tin woodman * special: while the weather is stormy, the Creature gains an extra +3 on all Attributes * Type: torso * Rarity: 5 * Dreadfulness: 4 * Muscle 2 Hannibal Lecter's torso: * description: do I need to elaborate ? * special: when discarding Hannibal Lecter's torso, it's owner gains a new random Bodypart for free. * type: torso * Rarity: 7 * Dreadfulness: 7 * Intelligence: 7 == Legs == wooden leg: * description: looks like a plain stick * special: none * Type: leg * Rarity: 0 * Speed: 4 * Dreadfulness: 1 right leg: * description: goes together with the left leg * special: while a creature has both a left leg and a right leg, that creature gains +2 speed * Type: leg * Rarity: 2 * Speed: 6 left leg: * description: goes together with the right leg * special: while a creature has both a left leg and a right leg, that creature gains +2 speed * Type: leg * Rarity: 2 * Speed: 6 wheel: * description: wheels! why has no one ever thought about that ? * special: while a Creature has 2 wheels that creature gains +4 speed -4 Intelligence * Type: leg * Rarity: 4 * Speed: 10 slimy tentacles: * description: long and slimy * special: none * rarity: 9 * Type: leg * Speed: 7 * Muscle: 7 * Dreadfulness: 7 }} Create a new rule in section "It Lives!" that reads: {{ === Things you can do === Moves are Game Documents. Each Move lists: * one or more costs * one or more requirements * one or more effects (any of these may be "none") Any player may attempt to execute a Move by posting eir intention on a public forum, if e meets that's Move's requirements, and pays it's cost the Move's effects happen. If a Move has more than one effect, they happen in the order they are listed. ==== Loot the Graveyard ==== Looting the Graveyard is a Move. * cost: 1 Turn * requirement: none * effect: the Player gains one random Bodypart * effect: the Player gains one Lit Torch ==== Tinker ==== Tinkering is a Move. * cost: 1 Turn * requirement: the Player must own at least a Bodypart that is not on sale on the Market. * requirement: the player must clearly specify which is the replaced Bodypart and which is the replacing Bodypart. The Replacing Bodypart must be a Bodypart e possesses, is of the same Type as the replaced Bodypart and is not on sale on the Market. The Replaced Bodypart must be part of the Player's Creature. * effect: the replaced Bodypart is destroyed. * effect: the replacing Bodypart becomes a component of the Player's Creature * effect: the Player gains one Lit Torch ==== Intimidate Villagers ==== * cost: 1 Turn * requirement: the Player's creature must not be Incapacitated * effect: the Player's Creature's Dreadfulness is subtracted from the Player's Lit Torches ==== Foment Rebellion ==== * cost: 1 Turn * requirement: the Player's creature must not be Incapacitated * requirement: the Player must specify a target Player * effect: the Player's Creature Rolls on Intelligence ** if the Roll is successful add (Creature's Intelligence)/4 to the Target Player's Lit torches or, if this would take the Target player's Lit torches above 9, set the Target Player's Lit Torches to 9. ** if the Roll is unsuccessful add 2 to the Player's Lit Torches. ==== Attack ==== * cost: 1 Turn * requirement: the Player's creature must not be Incapacitated * requirement: the Player must specify a target Player * effect: the Player's Creature Attacks the target Player ==== Wire Money Abroad ==== * cost: 200 Gold * requirement: none * effect: the Player gains 2 Points ==== Sell on the Market ==== * cost: none * requirement: the Player must choose a Bodypart e owns to sell and a price * effect: the chosen Bodypart is listed on the Market together with it's sale price. ==== Buy on the Market ==== * cost: The chosen Bodypart's sale Price * requirement: the Player must choose a Bodypart that is on sale on the Market * effect: the chosen Bodypart's owner gains its Sale Price in gold * effect: the Player becomes the chosen Bodypart's owner * effect: the chosen Bodypart is removed from the Market ==== Cancel a Sale ==== * cost: 5% of The chosen Bodypart's sale Price * requirement: the Player must choose a Bodypart e owns that is on sale on the Market * effect: the chosen Bodypart is removed from the Market }} Create a new rule in section "It Lives!" that reads: {{ === Attacks and Combat === ==== Attacks ==== Whenever a Creature attacks a Player the Player that owns the Creature that is attacking is said to be the attacking Player, the Player that is being attacked is said to be the defending player. Whenever a Creature attacks another Player the following actions are performed in succession: If the defending Player's Creature is dead: # the defending Player's Family Heirlooms are added to the attacking Player's Family Heirlooms Attribute # the defending Player's Gold is added to the attacking Player's Gold Attribute # the defending Player's Lab is Destroyed # the Attack is terminated. If the defending Players Creature is not dead: # the attacking Player's Creature and the defending Player's Creature enter Combat. # the Attack ends. ==== Initiative ==== When calculating initiative between two Creatures, the following actions are performed in succession: # If the Creatures have different Speed scores the one that has the highest Speed wins initiative. # If no creature has won initiative yet and the Creatures have different Intelligence scores the one that has the highest Intelligence wins initiative. # If no Creature has won initiative yet, select one at random, that Creature wins initiative. ==== Combat ==== Whenever two Creatures enter Combat the following actions are performed in succession: # Initiative for that encounter is calculated. # the Creature that won initiave for that encounter delivers a Blow to the other Creature. # the Creature that lost initiative for that encounter, if it's not dead, delivers a Blow to the other Creature. ==== Blows ==== Whenever a Creature delivers a Blow to a target Creature the following actions are performed in succession: # choose a random Bodypart from those contained in the target Creature, If the delivering Creature's Intelligence passes a roll on Intelligence, choose a random non-broken Bodypart from those contained in the target Creature # the delivering Creature makes a roll on (Muscle + Speed + Dreadfulness)/2 # if the roll passes the selected Bodypart is broken. }} Create a new rule in section "It Lives!" that reads: {{ === The Weather === The Weather is a Subgame Object which can be in one of the following states: * sunny * rainy * stormy While the weather is stormy all Creatures gain +2 to all Attributes. While the weather is rainy all Creatures gain -2 to Speed. Each Nday the Weather's state is selected at Random by the Shelley. }} _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss