Difference between revisions of "The Fifth Dynasty of Bucky"
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'''September 11, 2012 - October 18, 2012''' | '''September 11, 2012 - October 18, 2012''' | ||
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Welcome to Nomic 104. The purpose of this class is to teach you how to avoid a stagnant midgame such as the ones from the past few dynasties. | Welcome to Nomic 104. The purpose of this class is to teach you how to avoid a stagnant midgame such as the ones from the past few dynasties. | ||
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==Posts of Interest== | ==Posts of Interest== | ||
− | http://blognomic.com/archive/virtual_victories/ introduced Scoring, which eventually became the aim of the game. Students would score Projects by completing various tasks considered to be healthy for the Nomic, such as making successful proposals, suggesting ideas with popular themes, or implementing new ideas for Projects. The intention was that by rewarding good behaviour, the dynasty would produce a good game of Nomic. | + | *[http://blognomic.com/archive/virtual_victories/ Virtual Victories] introduced Scoring, which eventually became the aim of the game. Students would score Projects by completing various tasks considered to be healthy for the Nomic, such as making successful proposals, suggesting ideas with popular themes, or implementing new ideas for Projects. The intention was that by rewarding good behaviour, the dynasty would produce a good game of Nomic. |
+ | *[http://blognomic.com/archive/ofsted_inspection/ OFSTED Inspection] laid out some guidelines for Professorial behaviour - again, to produce a healthy game of Nomic - such as encouraging him to vote on all proposals, to regularly submit his own, and to be clear and unambiguous in discussions with Students. | ||
+ | *[http://blognomic.com/archive/shouldnt_we_start_studying/ Shouldn't We Start Studying] attempted to introduce Classes, regulating actions Students should perform on a given day of week. After several takes, the idea was said to be too similar to existing Scoring system. | ||
+ | *[http://blognomic.com/archive/something_to_do_please_anything/ Something To Do, Please, Anything] introduced Pens, making use of the COLOR random generator. | ||
+ | *Upon ascension the Professor decided to keep the rule "Out of Sight, Out of Mind", that restricted the use of Trading for Students with "Out" Position. Both terms were defined in the rules that got repealed, and Students were perplexed as to what was the intention of the Professor, but [http://blognomic.com/archive/question_for_bucky/ Question For Bucky] didn't bring clarity. [http://blognomic.com/archive/swapsies/ Swapsies] filled the gap by introducing Trading, which allowed players to borrow pens at the cost of "owing a Favor". Actually Favors never got used during the course of the Dynasty. The definition of an "Out" position never appeared in the ruleset as well. | ||
+ | *[[File:Donoterase.png|thumb|The whiteboard, at some point during the game]][http://blognomic.com/archive/maybe_zynga_will_buy_us_too/ Maybe Zynga Will Buy Us Too] introduced The Whiteboard, where Students could draw anything they liked in the color of a pen they possessed. [http://blognomic.com/archive/do_not_erase/ Do Not Erase] added some tactical constraints on these drawings by allowing Students to mark areas of the whiteboard with "DO NOT ERASE". | ||
+ | *[http://blognomic.com/archive/nomic_rules_ok/ Nomic Rules OK] allowed a Student to Score if they managed to make the Whiteboard contain their name and the name of no other Student. Kevan and Josh both signed the whiteboard in advance, but soon after the enactment Kevan [http://blognomic.com/archive/kevan_woz_ere/ noted] that the software Josh used to write text in black had illegally added pixels of non-black color, which allowed him to revert that action and become the first one to Score under this rule. | ||
+ | *[http://blognomic.com/archive/location_location_location4/ Location Location Location] introduced the Classroom, where Students could occupy a Desk and move to neighboring Desks. | ||
+ | *[http://blognomic.com/archive/turtles_all_the_way_down/ Turtles All The Way Down] introduced Prefectures - "mini-dynasties in which players can experiment with Emperor behaviour, and get graded for it." It's interesting to note that all three Prefectures ended abnormally: the first was nullified due to the rules change, the second ended with idling of the Prefect, and the third began right before the end of the Dynasty. | ||
+ | *[http://blognomic.com/archive/lets_wrap_this_up_then/ Let's Wrap This Up Then] made Scoring five times the victory condition. It was found to be already fulfilled by one of the Students, since Projects could be scored at any time after their criteria had been met. | ||
− | + | ==Ascension== | |
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− | + | Two days after the final scoring change, Kevan claimed three Projects which he had met the requirements for earlier in the dynasty, and [https://blognomic.com/archive/final_exam declared victory]. | |
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{{Dynastic Histories}} | {{Dynastic Histories}} |
Latest revision as of 15:25, 14 October 2020
September 11, 2012 - October 18, 2012
Welcome to Nomic 104. The purpose of this class is to teach you how to avoid a stagnant midgame such as the ones from the past few dynasties.
First, on many occasions poorly chosen victory conditions have made the route to victory obvious too early in the game. Once there is a victory condition, and some means of reaching it through solo play, players generally stop making proposals that don’t apply to the victory condition. If the first reasonable path to victory is boring and repetitive, the remainder of the dynasty will be as well. Therefore, over the course of the semester, students will be required to practice writing victory conditions.
Second, once a stagnant play pattern develops, some players actively avoid breaking it. They prefer protecting a narrow, optimized strategy from proposals to open the game. Therefore, starting with this course, the grading criteria will be selected so that the optimal strategy is not narrow.
Repeal all dynastic rules except “Out of Sight, Out of Mind”. Replace “Baker” with “Student” and “Simon” with “Professor”.
Players
The following players were active at the beginning of the Dynasty:
Bucky, Clucky, IceFromHell, Josh, Kevan, Klisz, Murphy, Quirck, Ragnar Danneskjöld, Spice.
The following players were also active throughout the Dynasty:
90000, Cpt_Koen, Ely, GreyWithAnE, Henri, RaichuKFM, scshunt, southpointingchariot, Tee.
The following players were active at the end of the Dynasty:
Bucky*, Clucky*, IceFromHell, Josh*, Kevan*, Quirck*, RaichuKFM.
Total active players during the Dynasty: 19 (Maximum active at the same time: 16 [Quorum: 9]; Minimum: 7 [Quorum: 4])
Final Ruleset
Posts of Interest
- Virtual Victories introduced Scoring, which eventually became the aim of the game. Students would score Projects by completing various tasks considered to be healthy for the Nomic, such as making successful proposals, suggesting ideas with popular themes, or implementing new ideas for Projects. The intention was that by rewarding good behaviour, the dynasty would produce a good game of Nomic.
- OFSTED Inspection laid out some guidelines for Professorial behaviour - again, to produce a healthy game of Nomic - such as encouraging him to vote on all proposals, to regularly submit his own, and to be clear and unambiguous in discussions with Students.
- Shouldn't We Start Studying attempted to introduce Classes, regulating actions Students should perform on a given day of week. After several takes, the idea was said to be too similar to existing Scoring system.
- Something To Do, Please, Anything introduced Pens, making use of the COLOR random generator.
- Upon ascension the Professor decided to keep the rule "Out of Sight, Out of Mind", that restricted the use of Trading for Students with "Out" Position. Both terms were defined in the rules that got repealed, and Students were perplexed as to what was the intention of the Professor, but Question For Bucky didn't bring clarity. Swapsies filled the gap by introducing Trading, which allowed players to borrow pens at the cost of "owing a Favor". Actually Favors never got used during the course of the Dynasty. The definition of an "Out" position never appeared in the ruleset as well.
- Maybe Zynga Will Buy Us Too introduced The Whiteboard, where Students could draw anything they liked in the color of a pen they possessed. Do Not Erase added some tactical constraints on these drawings by allowing Students to mark areas of the whiteboard with "DO NOT ERASE".
- Nomic Rules OK allowed a Student to Score if they managed to make the Whiteboard contain their name and the name of no other Student. Kevan and Josh both signed the whiteboard in advance, but soon after the enactment Kevan noted that the software Josh used to write text in black had illegally added pixels of non-black color, which allowed him to revert that action and become the first one to Score under this rule.
- Location Location Location introduced the Classroom, where Students could occupy a Desk and move to neighboring Desks.
- Turtles All The Way Down introduced Prefectures - "mini-dynasties in which players can experiment with Emperor behaviour, and get graded for it." It's interesting to note that all three Prefectures ended abnormally: the first was nullified due to the rules change, the second ended with idling of the Prefect, and the third began right before the end of the Dynasty.
- Let's Wrap This Up Then made Scoring five times the victory condition. It was found to be already fulfilled by one of the Students, since Projects could be scored at any time after their criteria had been met.
Ascension
Two days after the final scoring change, Kevan claimed three Projects which he had met the requirements for earlier in the dynasty, and declared victory.