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Author Topic: A Game of Nomic: Turn 23: Game Over  (Read 16395 times)

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #285 on: January 14, 2016, 04:02:51 pm »

Lord.
Because I'm male.
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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 #286 on: January 14, 2016, 04:54:32 pm »

90% chance and he doesn't come. Wow. Ah well. And he'll be going away by the end of this turn in all likelihood. Them's the ropes, sometimes rng is merciful.
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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 #287 on: January 14, 2016, 05:03:38 pm »

Oh yeah, I almost forgot:
I wish to Support Alliance Proposals
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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.

crazyabe

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #288 on: January 14, 2016, 05:33:03 pm »

From this point forwards; The Judge will be able to Support or Oppose Proposals s/he did not create;
Well, How do you like that? I may have cheated though...

Proposal 68 - Adjustments that I believe are needed: Rank and Noble-title are the same thing, an example is that the title of Lord is the same thing as rank 3; the bank automatically changes to the nearest hundredth when any investment would put it below that; Players can only use resources and items attached to the status of themselves; in the event a player lacking cash they may take a loan from the bank, This loan is marked off as a negative in the bank, and will confiscate any cash the player gains until repaid, loans increase by 1.25% each round up to a maximum of 30000, at which point the player immediately loses; Rules & proposals can be removed in sections. This proposal and all rules created or changed by it can not be further changed unless the changes are proposed by the judge, A judge, or the Emperor; the mafia game included in this game is only a mini-game and can NOT cause players to lose the 'real' game.


I hire 10 Farmers for my land.
I Put 100$ into the stock market.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #289 on: January 14, 2016, 06:37:09 pm »

Oppose Proposal 68. Because there's bits there I don't like... and I can barely understand it.

I hate your proposal, yes I do, yes I do,
I hate your proposal, do not moo.
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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.

crazyabe

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #290 on: January 14, 2016, 06:46:43 pm »

moo.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #291 on: January 14, 2016, 06:57:11 pm »

... you could just Reality warp 48 and 52 to get rid of that bloody word salad buffet that preventing me from being rich...
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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 #292 on: January 14, 2016, 07:09:13 pm »

Crazyable, please stop bolding your entire proposal. It makes it hard to read.

Oppose 68; we don't have a definition for "loss", and it doesn't make much sense. Also, only 1.25% interest? If land hadn't been nerfed so severely, taking out a loan might be worth it.

Oh, yeah, and the bank no longer exists.

Oppose 66 for being overly timezone-dependant. Seriously, depending on where you live, it's either near-useless or a coinflip victory.

Support 65 for keeping things going. Support 67 because I'm scared someone will do something atrocious with the instant pass/abolish, like abolish one of the basic rules.

... you could just Reality warp 48 and 52 to get rid of that bloody word salad buffet that preventing me from being rich...
Alternatively, you could do away with the remaining sources of exponential gain, making the game actually playable for new people.

And then get rid of the weird, redundant and now-pointless word salad rules.

My proposal for this turn is going to be a newbie guide; it's going to explain proposals, supporting, opposing, formatting, mafia, and what you can do with money. Can you think of anything else useful?
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Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #293 on: January 14, 2016, 07:31:52 pm »

How about this? I'll remove every rule remotely related to land money entirely and write it off as a lost cause. Would anyone be displeased enough to leave if I did that? I was really excited about money and currency to begin with, but somehow subconsciously I knew a starting amount in the triple digits was a bad idea. And then someone can build a new proper currency system from the ashes because our original one DIDN'T HAVE A DEFINITION FOR HOW MONEY IS SPENT. Make it a great all in one rule. Include mechanics for trading, for donations, for making sure people can only mess with their own money.

The way I look at it, someone should propose an inventory system. The reason half the rules are train wrecks waiting to happen in this game is that we have no solid way to define who owns what, other than maybe what is part of a player's status.  If we fix that, everything should come into place. Want to spend money? Remove it from your inventory. So on so forth.

Also the only reason I'm doing this stuff via reality warps is because I'm dumb and keep wasting my proposals. Anyone can propose the removal of rules. I can just do remove them with relative impunity.

Edit: Also, sorry for any perceived hostility in any of my posts on this thread. It is just for added emphasis I swear. I'm not that invested in this that I'm mad about any thing that happens in it.
« Last Edit: January 14, 2016, 07:35:10 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.

Elephant Parade

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #294 on: January 14, 2016, 07:45:17 pm »

Proposal 69 - Creating a Guide for New Players: The following spoiler will be added to the OP, immediately below the first paragraph.


Furthermore, Elephant Parade and the Judge may both propose edits to this spoiler at any time, using the following format:
Quote from: Example
Edit Primer: Description of edit
The edit is implemented as soon as the Judge chooses to edit the post. If a player feels the edit to be biased or deceitful, they may oppose the edit by including the words oppose edit (or an approximation) in bold; players, with the exception of the player who proposed the edit, may then vote for or against the reversion of the edit. If, at the end of the turn, more players are for the reversion than against it, the guide is reverted; otherwise, nothing happens.



Quote
above post

Money is almost half of the guide, so I'm a little bit irritated, but I strongly agree that money is a lost cause. I'm thinking of disposable tokens for the new system. Whatever it is, it needs to be fair to new players.
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FallacyofUrist

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #295 on: January 14, 2016, 08:43:23 pm »

How about this? I'll remove every rule remotely related to land money entirely and write it off as a lost cause. Would anyone be displeased enough to leave if I did that? I was really excited about money and currency to begin with, but somehow subconsciously I knew a starting amount in the triple digits was a bad idea. And then someone can build a new proper currency system from the ashes because our original one DIDN'T HAVE A DEFINITION FOR HOW MONEY IS SPENT. Make it a great all in one rule. Include mechanics for trading, for donations, for making sure people can only mess with their own money.

The way I look at it, someone should propose an inventory system. The reason half the rules are train wrecks waiting to happen in this game is that we have no solid way to define who owns what, other than maybe what is part of a player's status.  If we fix that, everything should come into place. Want to spend money? Remove it from your inventory. So on so forth.

Also the only reason I'm doing this stuff via reality warps is because I'm dumb and keep wasting my proposals. Anyone can propose the removal of rules. I can just do remove them with relative impunity.

Edit: Also, sorry for any perceived hostility in any of my posts on this thread. It is just for added emphasis I swear. I'm not that invested in this that I'm mad about any thing that happens in it.
If you want to ditch money entirely... fine, do it, but allow me and Elephant Parade, and yourself, to propose at least one additional proposal this turn. For a new money system and other stuffs.
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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 #296 on: January 14, 2016, 08:46:32 pm »

I think that the creation of a new money system should wait, so that more discussion can take place. My draft:

Quote
Draft # - Creating a Basic Token System: Each player has a number of tokens; a newly-joining player starts with 1 token, and all players gain 1 token immediately after this proposal passes. A player may hold no more than 10 tokens at a time.

Errata
  • If a law mentions "spending" tokens, or an approximation, it is assumed that the player may only spend tokens they actually own.

Does it look good?
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MonkeyMarkMario

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #297 on: January 14, 2016, 08:48:02 pm »

I think I will pass this turn.

Oh and my haiku:
haiku's are dumb now
dumb dumb dumb dumb dumb today
haiku's are dumb day

As you can see I HATE HAIKU'S someone please get rid of this.
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

Person

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Re: A Game of Nomic: Turn 13: Contradictions abound
« Reply #298 on: January 14, 2016, 10:00:19 pm »

I'm not doing it right away by any means. Honestly it feels like a waste to destroy those rules, and so many at that. Its sort of like tearing down a building to make a new one. The old one is flawed, but you can't help but feel bad for all the effort the previous builders put into it. I guess I'll start next turn. That's when you'll have a way to replace the old system. Also the guide is good. But honestly there's no rule against me putting stuff in the first page that isn't mandated by the rules. The lists of passed/not passed proposals were an example of this.
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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 14: He goes
« Reply #299 on: January 15, 2016, 11:06:06 am »

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.
[/quote]

Proposer: FallacyofUrist
Supporting: FallacyofUrist, TopHat, Person, Elephant Parade
Opposing: Nig-hac'thaa
Total: Passes 4 to 1

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.

Proposer: Person
Supporting:
Opposing: TopHat, Elephant Parade, Person, Nig-hac'thaa
Total: Does not Pass 4 to 0

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.

Proposer: TopHat
Supporting: TopHat, Elephant Parade, FallacyofUrist, Nig-hac'thaa
Opposing:
Total: Passes 4 to 0

Proposal 68 - Adjustments that I believe are needed: Rank and Noble-title are the same thing, an example is that the title of Lord is the same thing as rank 3; the bank automatically changes to the nearest hundredth when any investment would put it below that; Players can only use resources and items attached to the status of themselves; in the event a player lacking cash they may take a loan from the bank, This loan is marked off as a negative in the bank, and will confiscate any cash the player gains until repaid, loans increase by 1.25% each round up to a maximum of 30000, at which point the player immediately loses; Rules & proposals can be removed in sections. This proposal and all rules created or changed by it can not be further changed unless the changes are proposed by the judge, A judge, or the Emperor; the mafia game included in this game is only a mini-game and can NOT cause players to lose the 'real' game.

Proposer: "Lord Uln 'Proposes Uselessness' the eighteenth"
Supporting: "Lord Uln 'Proposes Uselessness' the eighteenth", Nig-hac'thaa
Opposing: FallacyofUrist, Elephant Parade, Person, TopHat
Total: Does not pass 2 to 4

Proposal 69 - Creating a Guide for New Players: The following spoiler will be added to the OP, immediately below the first paragraph.


Furthermore, Elephant Parade and the Judge may both propose edits to this spoiler at any time, using the following format:
Quote from: Example
Edit Primer: Description of edit
The edit is implemented as soon as the Judge chooses to edit the post. If a player feels the edit to be biased or deceitful, they may oppose the edit by including the words oppose edit (or an approximation) in bold; players, with the exception of the player who proposed the edit, may then vote for or against the reversion of the edit. If, at the end of the turn, more players are for the reversion than against it, the guide is reverted; otherwise, nothing happens.

Proposer: Elephant Parade
Supporting: Elephant Parade, Person, FallacyofUrist, Nig-hac'thaa
Opposing:
Total: Passes 4 to 0

Stock: Players can invest in stock now. Stock is on day 3. Rolled 3. All investments divided by 2.

Person: $400
Iituem: $0
Sensei: $0
"Lord Uln 'Proposes Uselessness' the eighteenth": $50
FallacyofUrist: $0
TopHat: $0
MonkeyMarkMario: $0
Elephant Parade: $100
NAV: $0

Player Statuses:

Person: A player. The judge. Holds the title of Lord. 34 plots of land. $500. 6 Holy Imperial Elector Votes.
Iituem: A player.  $1000. 0 Holy Imperial Elector Vote.
Sensei: A player.  $1000. 1 Holy Imperial Elector Vote.
crazyabe: A player. Holds the title of "Lord Uln 'Proposes Uselessness' the eighteenth". Holds the title of Lord. 28 plots of land. 10 Farmers. $750. 3 Holy Imperial Elector Votes.
FallacyofUrist: A player. Holds the title of Lord. 46 plots of land. $1300, 4 Holy Imperial Elector Votes.
TopHat: A player. Holds the title of landowner. 8 plots of land. $1700. 5 Holy Imperial Elector Votes.
MonkeyMarkMario: A player. Holds the title of Lord. 22 plots of land. $1100. 3 Holy Imperial Elector Votes. 
Elephant Parade: A player. Holds the title of Lord. 34 plots of land. $950. 6 Holy Imperial Elector Votes. 
NAV: A player. $1500. 0 Holy Imperial Elector Votes.

I honestly could not be bothered to calculate money to the utmost precision, given that we're getting rid of it this turn.

Rules Lawyers Alliance Account: $200
 FallacyofUrist Supports alliance proposals by default.
TopHat-Elephant Parade Alliance Account: $200
 TopHat Supports alliance proposals by default.

I'm not obligated to say this by any means, but by the way Nig-hac'thaa was town.
« Last Edit: January 15, 2016, 11:16:21 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.
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