Mike McGann on Tue, 6 Nov 2007 23:24:53 -0700 (MST) |
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[s-d] RFC: Devices |
Request for comments. Here's what I've put together for a revision of the Device rules. Summary is that it tries to fix some problems with the current set, includes the concepts that Wonko wanted, removes the power of creating Blueprints from the Artisan, sets a precedence order (Rules, Device Powers, Device Regulations), explicitly prohibits certain actions, has Player Unique devices (a player can only own one type of device), lengthens the bidding process, doesn't specify how blueprints are created and is instead left to proposals, allows the owner to destroy his own device and requires a player to accept a trade offer. - Hose A Device is a type of Game Object. All Devices have the following Attributes: * Device Name * Device Owner * Range: All Players * Device Uniqueness * Range: Either "Non-Unique", "Player", or "Game" * Default Value: Non-Unique If a Device has a Uniqueness value of "Player", no two Devices must ever have the same Device Name and Device Owner at any time. If a Device has a Uniqueness of "Game", no two Devices must ever have the same Device Name at any time. The Player that is the Device Owner for a Device is said to be the Owner of the Device. A Device may also have a set of Powers. A Power is a series of one or more Game Actions that are performed when activated. Powers are prohibited from creating, destroying, submitting, or altering Game Documents and from creating, repealing, amending, or overriding the Rules of the Game and from creating, destroying, or altering Blueprints and from changing the State of the Clock and from Hitting or Stopping Panic Buttons. Devices and Powers are governed by the Rules of the Game and by the Device Regulations. Whenever the Rules and the Device Regulations conflict, the Rules shall take precedence. A Blueprint is a type of Game Object that defines a Device. All Blueprints have the following Attributes: * Blueprint Name * Blueprint Uniqueness * Range: Either "Non-Unique", "Player", or "Game" * Default Value: Non-Unique * Production Count * Range: Any integer value greater than or equal to zero or "Infinite" * Default Value: Infinite * Price * Range: Any non-negative amount of Mackerel * Default Value: m50 A Blueprint may have a Property named Biddable. If it has that Property, it also has an attribute named Starting Price with a Range of any non-negative amount of mackerel and a Default Value of the value for the Price Attribute. A Blueprint may also contain a Game Document known as the Additional Device Definition. The Additional Device Definition shall contain additional Attributes (and their Values), Properties, or Powers that the Device it is defining shall have. No two Blueprints must ever have the same Blueprint Name. If at any time a Blueprint has a Production Count of one, it shall gain the Biddable Property. If at any time a Blueprint has a Production Count of zero, that Blueprint shall immediately cease to exist. A Player, as a Game Action, may purchase a Device by specifying a Blueprint, if and only if, the Player has a sufficient amount of mackerel and if the Blueprint does not have the Biddable Property. A sufficient amount of mackerel is an amount equal to or greater than the Blueprint Price. If the Device can be legally created, it is Produced from the specified Blueprint for the Player who submitted the Game Action. A Device can only be created by being Produced from a Blueprint. When a Device is Produced from a specified Blueprint for a Player, the Price of the Blueprint is subtracted from the Player's amount of mackerel. A new Device is created with the Device Owner set to the Player, the Device Name set to the Blueprint Name, the Device Uniqueness set to the Blueprint Uniqueness, and the Device gains any Attributes (and their Values), Properties, or Powers that are specified in the Additional Device Definition. The Production Count of the Blueprint is then decremented by one if its value is not Infinite. The Device Name of the Produced Device becomes immutable and can never be changed. If a Blueprint has the Biddable Property, bidding for the Blueprint's Device opens at the start of Breakday [[nday 1]] and the Blueprint's Price is set to the Starting Price. Any Player, as a Game Action, may submit a non-retractable bid, specifying a Biddable Blueprint and an amount of mackerel greater than the Blueprint's Price. The highest amount of mackerel bid on a Blueprint becomes the Blueprint's Price. Bidding ends at the start of Ballotday [[nday 9]], and the Player with the highest bid is the winner. At the end of Thirnight [[nday 12]], if the winning Player has a sufficient amount of mackerel, the Device for the Blueprint is Produced for the winning Player. If the winning Player does not have a sufficient amount of mackerel, the winning Player automatically and repeatedly converts one Point into mackerels until the winning Player has a sufficient amount of mackerel (and the Device for the Blueprint is Produced for the winning Player) or until the Player has zero points. If the winning Player still does not have a sufficient amount of mackerel, their mackerel is set to zero. A Player, as a Game Action, may destroy any Device that he owns and that device shall cease to exist. A Player, as a Game Action, may offer any Device that he owns to another Player. A Player, as a Game Action, may accept an offer and the Device Owner on the offered Device shall be set to the accepting Player. __Device Regulations__ A Player may only activate Powers on Devices for which he is an Owner. Every Power has a Name, one or more Game Actions that are performed when the Power is activated, and a Cost. A Power's Game Actions may require the Player, when activating, to specify values for parameters or to specify Game Objects as targets. A Cost is one or more Game Actions the Owner must perform to activate the item. The definition of a Power can be written in the following format: "Name (Costs): Game Actions". An Owner can activate a Power as a Game Action, unless prohibited by other Rules or Device Regulations, by specifying the Name of a Device, the Name of a Power on that Device, and any required parameters or targets. If the Owner cannot fulfill the Costs or the required parameters or targets are not specified, are not complete, or are incorrect, invalid, or illegal, the Power is not activated. When a Power is activated, all the Cost's Game Actions are performed, then all the Power's Game Actions are performed, and then the Power is said to Resolve. For brevity, the following can be used as a Cost: * Zero: A Game Action that does nothing. * Spend mX: The Owner has an amount of X subtracted from his mackerel. This Cost can only be fulfilled if the Owner has an amount of mackerel equal to or greater than X. * Lose X: The Owner has an amount of X subtracted from his Score. This Cost can only be fulfilled if the Owner has an amount of Points equal to or greater than X. * Tap: After this Device's Power Resolves, this Device gains the Tapped Property. * Sacrifice: After this Device's Power Resolves, this Device ceases to exist. * Requires X: The Owner must own a Device with the Device Name of X or this Cost cannot be fulfilled. Powers cannot be activated when the Clock is Off. Any Device that has the Tapped Property cannot have any of its Powers activated. At the beginning of Breakday, all Devices lose the Tapped Property. If a Power's Game Action conflicts with a Device Regulation, the Power's Game Action takes precedence. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss