Difference between revisions of "Comparison of action systems"
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(remove/rewrite "balanced", as this isn't a very clear concept; date-based removes age advantage, its downside is more stalemate than silence) |
(move the "cap" mechanic to the modifier section, since two systems use it) |
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* Encourages '''stockpiling''' | * Encourages '''stockpiling''' | ||
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| Currency | | Currency | ||
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||''"The active player may build a brick at any time. It then becomes the turn of the next player."'' | ||''"The active player may build a brick at any time. It then becomes the turn of the next player."'' | ||
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− | * No | + | * No '''race''' condition |
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* Needs rule machinery to handle the turn sequence, and inactive players | * Needs rule machinery to handle the turn sequence, and inactive players | ||
− | * With a static queue, may | + | * With a static queue, later players are able to copy good moves from earlier players; may also be an advantage to being immediately after a careless player |
* Lots of downtime, very slow-moving | * Lots of downtime, very slow-moving | ||
* Ruleset changes coming mid-round can create a fairness issue, or require delaying mechanisms | * Ruleset changes coming mid-round can create a fairness issue, or require delaying mechanisms | ||
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||''"Players submit build orders secretly to the Emperor. As a weekly action, the Emperor applies all submitted orders."'' | ||''"Players submit build orders secretly to the Emperor. As a weekly action, the Emperor applies all submitted orders."'' | ||
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− | * No | + | * No '''race''' condition |
* Actions do not depend on other players' earlier actions | * Actions do not depend on other players' earlier actions | ||
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|| [[Ruleset 120#Notes]] | || [[Ruleset 120#Notes]] | ||
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− | | Date-based income | + | | Date-based income |
||''"Players have as many bricks as the numerical difference between the start date and today. They can build a brick by increasing their personal start date."'' | ||''"Players have as many bricks as the numerical difference between the start date and today. They can build a brick by increasing their personal start date."'' | ||
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* No '''advantage to older players''', as new players can catch up. | * No '''advantage to older players''', as new players can catch up. | ||
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− | * '''Stalemate''' | + | * '''Stalemate''' |
− | * Encourages '''stockpiling''' | + | * Encourages '''stockpiling''' of time |
|| [[Ruleset 170#Workdays]] | || [[Ruleset 170#Workdays]] | ||
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* Can be difficult to balance; too much of an advantage and it becomes a '''race''' to take the action. | * Can be difficult to balance; too much of an advantage and it becomes a '''race''' to take the action. | ||
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| Randomly determined | | Randomly determined | ||
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* Introduces chance which may favor certain players regardless of their skill at playing whatever the dynasty is about. | * Introduces chance which may favor certain players regardless of their skill at playing whatever the dynasty is about. | ||
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+ | |- | ||
+ | | Resource cap | ||
+ | || ''"A player cannot have more than 10 bricks in play."'' | ||
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+ | ''"A player gains 7 bricks per week, to a maximum of 10."'' | ||
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+ | * Prevents '''stockpiling''' | ||
+ | * '''Use-it-or-lose-it''' forces a decision | ||
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|} | |} | ||
+ | |||
+ | ==Combined examples== | ||
+ | |||
+ | * Weekly topup + resource cap = [[Ruleset 181#Stamina]] | ||
+ | * Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 182#Natural_Monuments]] | ||
[[Category:Essays]] | [[Category:Essays]] |
Revision as of 10:59, 20 October 2020
This is a comparison of ways in which a BlogNomic dynasty can restrict the performance of actions, using a hypothetical example where the gameplay centres around the building of bricks. (It's assumed that the goal is to build a lot of bricks, but there are unseen other rules in place that make the exact time and method of this more nuanced.)
This still needs expanding, feel free to add more examples, and more pros and cons for those already listed.
Action timing
System | Example rule | Pros | Cons | As seen in |
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Daily actions | "As a daily action, a player may build one brick." |
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Weekly actions | "As a weekly action, a player may build seven bricks." |
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Weekly topup | "At the start of the week, each player gains seven bricks. A player may build a brick at any time." |
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Currency | "At any time, a player may pay a coin to buy and build a brick." (Other game rules output coins in a complex way.) |
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Finite personal resource | "Players start with 50 bricks each. At any time, a player may build one of their bricks." (Rules generally do not output additional bricks.) |
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Ruleset 147#Bankroll (?) |
Finite shared resource | "The group starts with 250 bricks. At any time, a player may take one of the group's bricks and build it." |
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Turn-based | "The active player may build a brick at any time. It then becomes the turn of the next player." |
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Ruleset 155#Crates, Ruleset 182#Turns |
Simultaneous reveal | "Players submit build orders secretly to the Emperor. As a weekly action, the Emperor applies all submitted orders." |
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Ruleset 120#Notes |
Date-based income | "Players have as many bricks as the numerical difference between the start date and today. They can build a brick by increasing their personal start date." |
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Ruleset 170#Workdays |
Action modifiers
Modifying how the action is performed can mitigate some of the downsides in the above table.
Modifier | Example rule | Pros | Cons | As seen in |
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Downside | "Whenever a player builds a brick, the wolf attacks them." |
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First-mover advantage | "The first player to build each round build 10 bricks, the next 9, etc." |
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Randomly determined | "As an X action, a player rolls a die and build that many bricks." |
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Resource cap | "A player cannot have more than 10 bricks in play."
"A player gains 7 bricks per week, to a maximum of 10." |
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Combined examples
- Weekly topup + resource cap = Ruleset 181#Stamina
- Weekly actions (where a week = 96 hours) + first-mover advantage = Ruleset 182#Natural_Monuments