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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16388 times)

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #270 on: January 14, 2016, 10:45:29 am »

15: If two or more rules conflict with one another, then the rule with the lowest ordinal number takes precedence. If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence. If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.
This.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #271 on: January 14, 2016, 10:51:05 am »

Nig-hac'thaa is destroying our law and order!

I presume you'll be selecting town and mafia now?

Proposal 65 - Induction of New Players: Whenever a given player joins this game for the first time, the Judge rolls 1d4 or does the equivalent with random.org. On a result of one, the player becomes Mafia(and is informed of this via PM), and all Mafia players in the game are PM'd a list of the Mafia players in the game. On any other result, the player becomes Town and is informed of this via PM.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Elephant Parade

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #272 on: January 14, 2016, 10:52:18 am »

FallacyofUrist: Voting doesn't actually exist, yet, but consider this a symbol of my suspicion!
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FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #273 on: January 14, 2016, 10:54:54 am »

I haven't been assigned an alignment yet. So your vote is doubly pointless.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #274 on: January 14, 2016, 10:56:41 am »

Roles are being sent out as I speak. Also, Nig-Hac'thaa has a role, as they count as a player. Just clarifying, and yes that's really weird. Such is Nomic. So anyway according to 15 maybe land didn't produce fame this turn? Yeah sounds about right. The other rule is entirely negated temporarily as there's no precedent for ignoring parts of rules. All roles are officially sent out. Well, good luck all.
« Last Edit: January 14, 2016, 10:59:12 am by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #275 on: January 14, 2016, 10:58:05 am »

...
Also, Nig-Hac'thaa has a role, as they count as a player.
Rules are like chemicals. Alone, they're dangerous, useful, and super crazy. Together, one may not know what they will do...

In other news, I got my alignment. I'm town.
But of course, that's just what mafia would say...

Welcome to WIFOM city.

A Mafia Tutorial
« Last Edit: January 14, 2016, 11:01:23 am by FallacyofUrist »
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #276 on: January 14, 2016, 11:01:26 am »

Amusingly, if the future rules made lynching/night kills/etc (if those become a thing) count as losses or forfeits, Nig-hac'thaa is basically a jester in addition to their other role, which I obviously will not tell you. Neat.
« Last Edit: January 14, 2016, 11:03:40 am by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Elephant Parade

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #277 on: January 14, 2016, 11:09:57 am »

Invest $200 into the stock market and buy 1 plots of land.
« Last Edit: January 14, 2016, 11:16:57 am by Elephant Parade »
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Iituem

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #278 on: January 14, 2016, 11:26:59 am »

*looks at thread*

What.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #279 on: January 14, 2016, 11:32:38 am »

Pure chaos eh Iituem. Yeah the games kind of a mess, but that's a good thing I guess?

I wouldn't be buying plots of land right now personally, but that's up to you.

I Invest $800 in stock.

Proposal 65-Pick a card: Each player picks a favored card from a standard 52 card deck of playing cards, not including jokers. The card chosen must be unique (not chosen by another player). At the end of each turn, the Judge draws a single card from a standard deck of playing cards. If the card drawn is a player's favored card, that player gains 1 use of the Power known as Shuffle Time. If a player has 0 uses of Shuffle Time left, it is removed from their status. A Power is a part of a player's status. The Power known as Shuffle Time allows a player to "shuffle" the votes on an active proposal. For each vote on the proposal chosen, a coin is flipped by the Judge. If heads, that vote becomes a supporting vote. If tails, that vote becomes an opposing vote. A vote can only be shuffled once per turn, and it can still be changed by the player that originally chose that vote. A player can only use Shuffle Time once per turn.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #280 on: January 14, 2016, 11:36:03 am »

Oops there's already a 65 I totally dropped the ball on that one. Right, haiku time.

I have learned lately
That I am bad at haiku
What a shame that is

Proposal 66-Pick a card: Each player picks a favored card from a standard 52 card deck of playing cards, not including jokers. The card chosen must be unique (not chosen by another player). At the end of each turn, the Judge draws a single card from a standard deck of playing cards. If the card drawn is a player's favored card, that player gains 1 use of the Power known as Shuffle Time. If a player has 0 uses of Shuffle Time left, it is removed from their status. A Power is a part of a player's status. The Power known as Shuffle Time allows a player to "shuffle" the votes on an active proposal. For each vote on the proposal chosen, a coin is flipped by the Judge. If heads, that vote becomes a supporting vote. If tails, that vote becomes an opposing vote. A vote can only be shuffled once per turn, and it can still be changed by the player that originally chose that vote. A player can only use Shuffle Time once per turn.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #281 on: January 14, 2016, 01:24:14 pm »

Um...

I Wish To Support Alliance Proposals.

Also, didn't you destroy the stock market with a reality warp?
~~~
*looks at thread*
What.
I presume you got your alignment PM? What is it what is it what is it.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #282 on: January 14, 2016, 01:27:09 pm »

Yeah I gave sensei and iituem their roles. Also I haven't done anything to the stock market, at least not yet. Its too powerful right now, but I'm leaving is as is for awhile, for people to attempt amendments and such. Most of the rules I've removed have been my own, if I remember correctly.

Reality Warp: Alter Rule 29 by adding the following sentence. "A failed proposal is any active proposal that does not pass at the end of the turn."
« Last Edit: January 14, 2016, 01:34:08 pm by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

TopHat

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #283 on: January 14, 2016, 02:02:27 pm »

I liked it better when the passing of Proposals wasn't decided by a coin flip.
Support Proposal 65. Oppose Proposal 66.

Proposal 67 - Sense and Sanity:
DECISION 8 is automatically invoked, regardless of any conditions which would otherwise prevent it from taking effect. In addition, Rule #47 is removed.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #284 on: January 14, 2016, 02:42:35 pm »

I was going to make 66 just award cash but honestly, like many other proposals I have typed up in the works, that one got out of hand really quickly. I mean maybe I could have made it shuffle money around instead? There aren't very many things that can really be shuffled. I was originally just going to make it give cash straight out, but then the question of "How much?" was something I couldn't find a good answer to, given the probability.

Also, proposal 67 is the sort of proposal that makes me go "Damn, that's totally legal isn't it. I keep forgetting people can even DO things like that." Well played. That latest train-wreck was basically my fault for proposing that rule anyway.

What happens often with these long proposals for me is I start with an interesting concept, and then as I continue to type and the page scrolls down, I sort of forget what exactly I had planned, and make things up as I go along. This tends to go poorly.

I'm totally going to introduce terrible trading cards next time though, so be ready for that. Or maybe not.

By the way Fallacy pick a title. Lord or Lady.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.
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