Arkady English on Fri, 3 Feb 2012 11:41:47 -0700 (MST) |
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[s-d] Proposal to get some life back here - DIPNOMICY |
Somewhat inspired by Nomicopoly, I'd like to try applying the powers of a nomic to the game Diplomacy. I think the fragile stab-them-in-the-back alliances of Diplomacy lend themselves excellently to a nomic, as a whole additional layer of possibilities becomes available. I have drafted an initial ruleset - it is fairly long, though, at 32 rules. Of these, 11 are to make the nomic work, and the remaining rules set out the basic structure for Diplomacy to be built on. It includes armies and navies - I wanted to only include Armies, but Britain would be screwed (ditto if the navies can't convoy). I'd be looking initially for 5-7 players, but more is possible with larger maps which can take large numbers of players if the interest exists. Putting a turn-based structure in will, hopefully, keep the game moving as players have a "use it or lose it" motivation to be active. I'm aiming for a timescale of 7-10 days per turn (probably each turn starts on a Monday, move deadline is sometime on Thursday, I publish the new game-state on Friday and open voting on the proposals, voting closes on Sunday and the new ruleset goes out soon after, so the new move starts Monday again - this is flexible and depends on the needs of the players). Anyway, here is the proposed initial ruleset for anyone interested. If there are any typos, or huge loopholes I've left which need shutting before the start, let me know. THE RULES 1. (I) All players of Dipnomicy must follow the rules. 2. (I) Each rule is marked as immutable (I), or mutable (M). This is the rule's mutability. 3. (I) Where two rules conflict, immutable rules take precedence over mutable rules. If they have the same mutability, than the rule that explicitly takes precedence over, or defers to the other rule takes precedence or defers as stated. If the rules have the same mutability, and no precedence is explicitly stated, the lowest numbered rule takes precedence. 4. (I) Unregulated actions are illegal. THE ARBITRATOR 5. (I) The arbitrator of Dipnomicy I is Arkady English. 6. (I) The arbitrator is not a player. 7. (I) The arbitrator is responsible for enforcing the rules. 8. (I) Wherever a call for judgement on the interpretation of rules is required, the arbitrator is responsible for judging the decision and enforcing the outcome of that judgement. PROPOSALS 9. (I) A proposal contains text to do one of the following: create a new mutable rule; repeal a mutable rule; modify a mutable rule; make a mutable rule immutable; make an immutable rule mutable. 10. (I) A proposal passes if it receives more votes in favour than against, except for proposals to make an immutable rule mutable, which requires unanimous vote (i.e. no votes against). 11. (I) New rules are numbered XYY, where X is the current turn number, and YY is assigned by the arbitrator. The lowest YY will be assigned to the rule with the highest majority, and vice versa. Modified rules keep their number, but will be given a revision number. THE PLAYER 12. (I) Each player is assigned a country and a colour. 13. (I) Resources belonging to that player are marked in that colour. 14. (I) Players may freely send messages to each other. THE MAP 15. (I) The map is split into a number of named territories. 16. (I) Two territories are adjacent if they share a border. 17. (I) Sea territories are marked in blue. All other territories are land territories. 18. (I) Coastal territories are land territories that share a border with a sea territory. 19. (I) Some territories have supply centres. Supply centres are a resource. UNITS 20. (I) Units are a resource. 21. (M) “Hold position” means a unit does not take any action. Any unit who may take an action, but has no action specified holds position. 22. (M) An army (pl. armies) is a unit. As an action, it may move into any land territory adjacent to its current territory. Armies may take one action per turn. 23. (M) A navy (pl. navies) is a unit. As an action, it may move into any sea or coastal territory adjacent to its current territory. As an action, the navy may convoy an army, as long as the army starts and ends on land territories, and as long as the navy is in a territory that borders the start and end territories. THE TURN 24. (I) Each turn, the arbitrator will publish a deadline for players to submit their activity this turn. Activity submitted after this deadline are accepted at the discretion of the arbitrator. The arbitrator may extend this deadline. 25. (I) Players submit their activity for the turn to the arbitrator privately. Activity in public messages shall have no effect. 26. (M) Players may submit revised activities before the deadline with no penalty. 27. (M) Player activity each turn shall consist of: a list of actions taken by units they control; a proposal for the rules. 28. (M) If the arbitrator cannot understand what action is supposed to be taken, that action is considered illegal and does not take effect. 29. (M) After each turn, the arbitrator shall publish the list of proposals submitted, and the game shall enter a voting period. 30. (M) During the voting period, players may cast a single vote on each proposal. If they do not vote in the voting period they are assumed to abstain. 31. (M) The voting period ends either on a deadline specified by the arbitrator, or when every player has voted. When the voting period ends, a new turn starts. _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss