Mike McGann on Thu, 11 Oct 2007 17:08:05 -0700 (MST) |
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Re: [s-d] [s-b] Proposal: Devices, hey! |
Basically, this is the same as: For 3-12: * Remove the distinction between uniqueness and non-uniqueness. * Rename DOO to Deviceholder. * Remove the "device owner" attribute and simply have a device owner. * Allow a Player to refuse a transfer of a device. This is an important addition because there doesn't seem to be a way to refuse a transfer or a way to destroy or dispose of an unwanted device. Could lead to a very interesting hot potato situation if the current rule isn't amended. * Add the mechanic for <cost>:<effect> and the term Sacrifice. This could just be added using the existing framework of "effect", "conditions", and "triggers" and defined in addition to the current rules. * Remove the "power has no effect" rule if ambiguous. Other comments: Current reading of Sacrifice seems that a Player may destroy the object but is not required to do so since the wording says "implicitly permits the deviceholder to do so" For 3-14: * Remove distinction between uniqueness and non-uniqueness. * Remove the ability of the Artisan to change the price of a blueprint. * Add that the price can be in any combination of currencies. * Add a rule precedence Other comments: Current amendment seems to use the term "price" and "cost" interchangeably when they shouldn't be. The phrase: "the Ministry immediately instantiates that blueprint and gives a copy to that player" is confusing. A copy of the blueprint or the device? Nothing is copied. A device is simply created from the blueprint. Some of it I'm neutral on, some of it I don't think should change. I think the "power has no effect" rule if ambiguous is important and I kind of like what is already in the rules. - Hose On 10/10/07, Daniel Lepage <dplepage@xxxxxxxxx> wrote: > Amend rule 3-12 to read: > {{ > Devices are game objects. A Deviceholder is any object that is allowed > to possess devices; the deviceholder possessing a given device is its > Owner, and a device that isn't held by a deviceholder has no owner. > All players are deviceholders. > > Each Device has a set of powers, which may be empty. Powers may > specify events that happen under certain circumstances or in certain > conditions. In the text describing a power of a device, the word "you" > always means the owner of the device, and any string of the form > "<cost>:<effect>" is shorthand for "if you are able to pay <cost>, > then you may do so to cause <effect>". If <cost> is "0", it means that > the owner may activate this ability without any prerequisites. If > <cost> includes "sacrifice", this is shorthand for "destroy this > device", and implicitly permits the deviceholder to do so when > activating that power. > > Any deviceholder may offer a device e holds to another deviceholder; > the other deviceholder may accept the offer, which causes the device > to move from the original owner to the new one. A deviceholder may > reject a device offered to em, or may rescind an offer e has made if > it hasn't been accepted. > > A Blueprint is a body of text that describes a type of Device. To > "Instantiate" a blueprint is to create a Device matching the > description in a Blueprint. > }} > > Amend rule 3-14 to read: > {{ > There exists a ministry known as the Ministry of Goods. The Minister > of Goods, also known as the Artisan, is responsible for maintaining a > Public Display of all devices, their properties, and their owners. In > addition, the Artisan must maintain a Public Display of all currently > existing blueprints. > > The Artisan may create a blueprint once per nweek and without 2 > objections in 2 ndays. E may only do this before nday 4 of each nweek. > > Each blueprint owned by the Ministry of Goods has a cost, in any > combination of known currencies, set by the Artisan when the blueprint > is created. Any player with sufficient currency may pay the price of a > blueprint to the Ministry of Goods; the Ministry immediately > instantiates that blueprint and gives a copy to that player. > > Blueprints and device powers may contradict the rules; when such > conflicts occur, blueprints and devices take precedence. [[ For > example, if a blueprint says it cannot be instantiated more than once, > then nobody can buy more copies of it even though this rule says they > can]]. > }} > > Create the following blueprints in the Ministry of Goods' possession: > === > Name: Stun Gun > Cost: 50m > Powers: > 0:Target player cannot vote on target proposal this nweek. Use this > power at most once per nweek. > === > Name: Inverter Capsule > Cost: 50m > Powers: > Sacrifice: Reverse target player's vote on target proposal. You may > not use more than two Inverter Capsules in an nweek. > === > Name: Mental Duplicator > Cost: 40m > Powers: > Sacrifice: Cast an extra vote on any open proposal you have already > voted on. The extra vote must be the same as your normal vote, and any > modifier that changes or nullifies your normal vote has the same > effect on your normal vote. You may not use two Mental Duplicators on > the same proposal. > === > Name: Tinfoil Hat > Cost: 60m > Powers: > You cannot be targeted by Stun Guns or Inverter Capsules, nor may you > use Mental Duplicators. > === > _______________________________________________ > spoon-business mailing list > spoon-business@xxxxxxxxx > http://lists.ellipsis.cx/mailman/listinfo/spoon-business > _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss