| Gabriel Vistica on Mon, 26 Jul 2010 22:47:35 -0700 (MST) |
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| Re: [s-d] [s-b] Let's add some gameplay, shall we? |
So how does a player move about? Should they do it by posting to the public
forum?
Also, could you have the rule explicitly state that it refers to "the player
compsciguy". I want to avoid problems with Rule 2.
----- Original Message ----
> From: Craig Daniel <teucer@xxxxxxxxx>
> To: spoon-business <spoon-business@xxxxxxxxx>
> Sent: Mon, July 26, 2010 9:45:16 PM
> Subject: Re: [s-b] Let's add some gameplay, shall we?
>
> I submit the following proposal, entitled "Gosh, that guy sure does
> seem to be somewhat fortunate, doesn't he?" ttPF:
>
> {{
> [[Note: this version has been edited from the unintentionally-proto;
> all changes are indicated by comments. Also I'm going to summarize the
> gameplay in comments along the way in this version, so people can
> follow in not-legalese.]]
>
> Amend Rule 49 by adding the following sections:
> {{
> B.9. Body Count
>
> If at any time a player's Body Count exceeds that of all other players
> by at least two, that player is immediately awarded a win.
>
> B.10. Failure
>
> When a player joins the game who has not been a player at any time
> during the past two nweeks, that player gains 1d8 Failure points.
> Players may destroy their own Failure points at any time.
>
> A player whose Location did not change during the previous Phase may
> gain one Failure point by announcement; gaining Failure in this way
> more than once in a Phase is INEFFECTIVE.
> }}
>
> [[Removed redundant Body Count reset.]]
>
> Set each player's Failure to 1d8.
>
> Amend Rule 3 by adding the following text to the end:
> {{
> A Phase is a unit of ntime shorter than the nweek but longer than the
> nday. Phases begin at the start of every Mulberry, Joel, and Zarpint,
> and each Phase ends the moment the next Phase begins. [[No new phase
> begins on Breakday; there are three starting each nweek.]]
> }}
>
> Create a Rule entitled "The Minister of Crime":
> {{
> The Minister of Crime, also called the Victim, is a ministry. The
> Victim has no duties and does not have an nweekly report, but CAN and
> SHOULD track changes of Location, Failure, and Body Count on behalf of
> the Registra and update the Wiki accordingly.
>
> If the Victim forfeits the game or the ministry otherwise becomes
> vacant, then the Minister of Default immediately also becomes the
> Minister of Crime.
> }}
>
> [[Yeah, the proto forgot to mention that it is in fact a ministry.
> While any sane judge would infer this, I don't want to look for sane
> judges in B. Also, now there's a backup Victim; it's the obvious
> choice for backup anyhow.]]
>
> Make compsciguy the Minister of Crime.
>
> [[That's new. Thanks for volunteering, compsciguy.]]
>
> Create a Rule entitled "Location, Location, Location":
> {{
> Locations are Attributes defined as Locations by the rules. No player
> may have more than one Location at any given time. A player is said to
> be "in" their Location. [[eg a player whose Location is the Piazza is
> in the Piazza.]]
>
> Each possible Location has associated with it a number of other
> Locations to which players who have that Location can change their
> Locations. Changing to a Location not on this list is INEFFECTIVE.
> }}
>
> Create a rule entitled "Movement":
> {{
> Once per Phase, a player MAY change their Location. Any time the
> Victim enters the same room as another player, that player MAY change
> their Location an additional time during that Phase.
>
> The Victim CAN and MUST change their Location twice during every
> Phase. The Victim MAY NOT change to a Location e was in during that
> Phase or the previous one. [[eg if the Victim moves from the
> Downstairs Hall to the Trophy Room, e MAY NOT move back to the
> Downstairs Hall Hall and therefore MUST next move to the Lancaster
> Room.]]
>
> [[Or, in normal-person speak: we wander from Location to Location; if
> we get a visit from the Victim, we get to move around even more so
> that we can try to maneuver ourselves into a position to Commit
> Attempted Murder. The Victim has to move to new places - all you have
> to do to get a kill is exploit that fact.]]
> }}
>
> [[I gave the Victim a little more freedom and simplified the rule in
> the process, while keeping enough predictability that you can
> hopefully get your murder on.]]
>
> [[Wishlist for future proposals, item 1: the game this is all based on
> has cards that let you move Doctor Lucky around to open up more
> opportunities to kill him. Something along those lines might be
> useful, though I do not wish to try to implement a card mechanic and
> have gone to great lengths to avoid it. Perhaps we could move the
> Victim by spending Failure? I dunno. But let's get used to this
> version for a little while first, then tweak it.]]
>
> Create a Rule entitled "The Blueprint":
> {{
> The following Locations exist:
>
> A. The Lancaster Room
> B. The Trophy Room
> C. The Drawing Room
> D. The Foyer
> E. The Library
> F. The Patio
> G. The Piazza
> H. The Hedge Maze
> I. The Winter Garden
> J. The Kitchen
> K. The Wine Cellar
> L. The Dining Hall
> M. The Main Hall
> N. The Downstairs Hall
> O. The Upstairs Hall
> P. The Master Suite
> Q. The Armory
> R. The Servants' Quarters
> S. The White Room
> T. The Greenhouse
> U. The Nursery
> V. The Lilac Room
> W. The Tennessee Room
> X. The Billiard Room
> Y. The Sitting Room
> Z. The Parlor
> *. The Carriage House
>
> Passages and Peepholes are ordered pairs of Locations defined as such
> by the rules. Neither of these is necessarily symmetric.
>
> A player who is otherwise allowed to change their Location can change
> their Location to a specific value if and only if their old and new
> Locations (in that order) are a Passage.
>
> A player cannot Commit Attempted Murder if eir Location and any other
> player's Location (in that order) are a Peephole.
>
> The following Passages exist:
>
> (A,B) (A,H) (A,J) (A,N)
> (B,A) (B,C) (B,N)
> (C,D) (C,H) (C,M)
> (D,C) (D,E) (D,M) (D,G) (D,H)
> (E,D) (E,M) (E,F)
> (F,M) (F,G) (F,E)
> (G,F) (G,H) (G,D)
> (H,A) (H,C) (H,G) (H,I) (H,D)
> (I,H) (I,J)
> (J,A) (J,I) (J,K) (J,N)
> (K,J) (K,*)
> (L,M) (L,N) (L,*)
> (M,C) (M,D) (M,E) (M,F) (M,N) (M,Z)
> (N,A) (N,B) (N,J) (N,L) (N,M) (N,O)
> (O,P) (O,R) (O,S) (O,U) (O,V) (O,Z) (O,N)
> (P,O) (P,Q)
> (Q,P) (Q,R)
> (R,O) (R,Q) (R,S)
> (S,O) (S,R) (S,T)
> (T,S) (T,U)
> (U,O) (U,T) (U,V) (U,X)
> (V,O) (V,U) (V,W)
> (W,V) (W,X)
> (X,W) (X,Y) (X,Z) (X,U)
> (Y,X) (Y,Z)
> (Z,O) (Z,X) (Z,Y) (Z,M)
> (*,K) (*,L)
>
> The following Peepholes exist:
>
> (A,B) (A,H) (A,J) (A,N) (A,A)
> (B,A) (B,C) (B,N) (B,B) (B,J)
> (C,D) (C,H) (C,M) (C,C) (C,E) (C,F)
> (D,C) (D,E) (D,M) (D,D)
> (E,D) (E,M) (E,E)
> (F,C) (F,M) (F,F) (F,G)
> (G,F) (G,H) (G,G)
> (H,A) (H,C) (H,G) (H,I) (H,H)
> (I,H) (I,J) (I,I) (I,K)
> (J,A) (J,I) (J,K) (J,N) (J,B) (J,J)
> (K,J) (K,*) (K,I) (K,K) (K,L)
> (L,M) (L,N) (L,*) (L,B) (L,K) (L,L)
> (M,C) (M,D) (M,E) (M,F) (M,N) (M,M)
> (N,A) (N,B) (N,J) (N,L) (N,M) (N,N)
> (O,P) (O,R) (O,S) (O,U) (O,V) (O,Z) (O,O)
> (P,O) (P,Q) (P,P) (P,R) (P,V)
> (Q,P) (Q,R) (Q,Q)
> (R,O) (R,Q) (R,S) (R,P) (R,R) (R,T)
> (S,O) (S,R) (S,T) (S,S)
> (T,S) (T,U) (T,R) (T,T)
> (U,O) (U,T) (U,V) (U,U)
> (V,O) (V,U) (V,W) (V,P) (V,V)
> (W,V) (W,X) (W,W)
> (X,W) (X,Y) (X,Z) (X,X)
> (Y,X) (Y,Z) (Y,Y)
> (Z,O) (Z,X) (Z,Y) (Z,Z)
> (*,K) (*,L) (*,*)
>
> [[Peepholes without Passages are at the ends of their rows on the
> Peephole list and vice versa; otherwise they are alphabetized. Every
> Location currently has a Peephole to itself. Also, all current
> Passages and Peepholes are symmetric except for (B,C). Passages
> without Peepholes are rare.]]
> }}
>
> [[The above is refactored in a way that is less formatting trouble
> than Murphy's but basically per his suggestion. The list has been
> edited slightly because the refactoring called my attention to some
> unintended asymmetries. Also, the restrictions that go at the end of
> the refactored version, I decided are fussy but not in a way that's
> worth it. Ergo, they are gone.]]
>
> [[Wishlist item 2: Let's make this map our own, shall we? The strength
> of Nomic is its editability; there's no good reason for this
> shamelessly ripped off map to last. Also, I want more creative
> locations. the Altar To Some Dark Forgotten God, Here There Be
> Dragons, the Outhouse, and so forth.]]
>
> Put all players in the Foyer except the Victim. Put the Victim in the
> Drawing Room.
>
> Create a new rule entitled "Murder Most Foul":
> {{
> Players who are in the same Location as the Victim CAN and MAY Commit
> Attempted Murder by announcement, unless a rule indicates otherwise.
>
> [[Basically: the two of you have to be away from prying eyes, where
> the closeness of witnesses is defined by the list of locations.]]
>
> No player may Commit Attempted Murder during a Phase in which they
> have already gained Failure or Committed Attempted Murder. [[Give the
> Victim a breather.]]
>
> Two ndays after a player Commits Attempted Murder, if the sum of eir
> Failure and the Victim's Failure is less than the number of Failure
> points destroyed during that two-nday period, the player who Committed
> Attempted Murder gains one Failure. Otherwise, the following events
> occur, in order:
>
> 1. That player's Body Count increases by one.
> 2. That player becomes the Victim.
> 3. All players except the Victim are placed in the Foyer.
> 4. All players who have destroyed any of their Failure points in the
> past nweek have their Failure set to 1d8.
> }}
>
> [[The restriction on other players being in the room with you is gone
> - because, instead, it's part of the location list.]]
>
> Amend Rule 79 by adding the following to the LOGAS:
> {{
> Attempting IMPOSSIBLE changes of Location [[as it causes headaches for
> the Registrar]]
> }}
> }}
>
> I transfer one point each to compsciguy and Murphy for assistance with
> this proposal. (The latest Registrar's report shows me at -2, but I
> believe I have received five since then and thus have three to give
> away.)
>
> - teucer
> _______________________________________________
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>
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