Cycle 11/Ideas

Revision as of 20:25, 3 October 2021 by miraheze>CodeTriangle (→‎Rules are Items: rules are branches)

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

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. This idea has branched into several:

Trungle's Draft

Describes a game where the goal is to own most of the rules, and rules can be stolen by amending them enough. Link: User:CodeTriangle/Rules are Items Nomic

Klink's Draft

A different approach, where owning the majority of a rule's shares gives you powers over the rule, including limited veto power. Link forthcoming.

re-run a previous round

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