Cycle 11/Ideas: Difference between revisions

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added re-runs idea
miraheze>Klinkplink
adding overall design ideas based on conversations to reduce tracking burden
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* https://discord.com/channels/515560801394753537/515607055223095300/819243459357179905
* https://discord.com/channels/515560801394753537/515607055223095300/819243459357179905
= Overarching design ideas =
1. Fewer automatic actions to reduce logistical strain
2. Set precedent that players are expected to track their own actions, or delegate them to a specific party if otherwise agreed
3. Create specific game channels for actions that require tracking to allow better auditing (A cycle 10 example would be splitting game-actions into Bets / Hands / Trades)
4. Implement an auto-idling system for inactive players

Revision as of 18:02, 30 September 2021

The Council

Returning idea from Cycle 10's planning. Additional discussion thread starts here.

Slow Background Nomic

Returning idea from Cycle 10's planning. Additional discussion thread starts here.

Branching Nomic

A nomic that splits based on the result of decisions: Branching nomic pitch

Subproposals Nomic

A nomic where multiple users work together to assemble omnibus proposals composed of individual subproposals: Subproposal ideas

Rules are Items

The rules themselves are tangible items that must be crafted, can be owned and traded, and possibly destroyed. Brief discussion happened here

re-run a previous round

Take the initial/final ruleset from a previous round and use it as the initial ruleset for this round.

Overarching design ideas

1. Fewer automatic actions to reduce logistical strain 2. Set precedent that players are expected to track their own actions, or delegate them to a specific party if otherwise agreed 3. Create specific game channels for actions that require tracking to allow better auditing (A cycle 10 example would be splitting game-actions into Bets / Hands / Trades) 4. Implement an auto-idling system for inactive players