Cycle 11/Ideas

Revision as of 18:21, 8 October 2021 by miraheze>Veganzombeh
Notice:
To have your ruleset considered, please write a document containing mostly rule text that outlines most of your mechanic's unique ideas.

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 : User:Klinkplink/Shareholder Nomic

5D Nomic With Multiverse Time Travel

This rule is known as the Constitution. Players can propose amendments to the Constitution by stating as such in #proposals. Players may vote on Constitutional proposals by reacting to the message in #proposals. :+1: constitutes a positive vote and :-1: constitutes a negative vote. If the message is deleted or editted during it's voting period, the proposal fails. The voting period for a proposal begins when Moment processing occurs, and ends the next time Moment processing occurs. When the voting period ends, if the Proposal has more positive votes than negative votes, the proposal becomes a Rule. Otherwise, the Proposal is destroyed. Hereafter "proposal" refers only to proposal items, rather than constitutional proposals.

Variants are representations of a Player in a particular Moment. Players control and may take actions on behalf of all Variants of themselves.

A Moment is a unique set of Variants and items representing the gamestate at a particular point in time. Moments can either be Present or Past. Variants may only take actions in Moments that are Present, and have a

When a new Player joins the game, a Variant of them is created in each Present Moment.

At the end of every week, a copy of each Present Moment is created and becomes Past, and then the existing Present Moments is processed. Any actions taken by Variants do not apply until the moments are processed.

Variants may Travel from any Moment they are in to any other Moment, as long as the rules of both Moments allow for it. If a Variant travels to a Past Moment, a copy of that Moment is created, and then the original becomes Present.

Proposals are items that contain a body of text specified by their creator. Variants may create a proposal in any Present Moment that they exist in by stating as such in #proposals. If the message is deleted or editted during it's voting period, the proposal is destroyed. Variants may only possess one proposal per Moment at a time. The voting period for a proposal begins when its Moment is processed, and ends the next time it's Moment is processed. When the voting period ends, if the Proposal has more positive votes than negative votes, the proposal becomes a Rule. Otherwise, the Proposal is destroyed.

Each Variant in a Moment may vote on Proposals in that Moment by reacting to the message in #proposals. :+1: constitutes a positive vote and :-1: constitutes a negative vote.

When a proposal passes, a copy of the Moment it passed in is created. The copied Moment is created, in which the proposal is destroyed instead.

Items may have an owner that is a Variant. Variants may exchange items with other Variants so long as both Variants consent.

Rules are items that contain a body of text that applies to the Moment the rule is currently in. Rules are only evaluated during Moment processing, and cannot cause things to occur outside of that time.

re-run a previous round

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

Drafts

Plantnomic

A minimalist slow-nomic intended to run concurrently with Cycle 11. Perhaps this is could be named Cycle 10.5 or some such.

Link: User:Nyhilo/Plantnomic