Difference between revisions of "Comparison of action systems"
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* Reduces '''stalemate''': with some of the game hidden, players aren't just watching each other take verifiably optimal moves as late as possible. An early move can be a successful (or double) bluff. | * Reduces '''stalemate''': with some of the game hidden, players aren't just watching each other take verifiably optimal moves as late as possible. An early move can be a successful (or double) bluff. | ||
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+ | * Requires an active Emperor (or complex hash system) to track. | ||
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Revision as of 20:02, 18 November 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, Ruleset 172#Battle_Actions, Ruleset_167#Bidding_Queue |
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, Ruleset 169#The_Watch |
Synchronised actions | "Players announce build plans publicly and can change them. When nobody has changed their mind for 24 hours, all plans are built." |
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Ruleset 179#Wagers |
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 |
Infinite | "A player may build a brick at any time." |
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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 builds that many bricks." |
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Resource cap | "A player has a pool of up to 10 bricks to build with, and gains 7 per week." |
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Cost actions by frequency | "A player may build a brick at any time but must pay one additional brick for each brick they've built today." |
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Caretaker roles | "A player may build a brick by announcing this in a blog post. Any caretaker may apply the gamestate changes." |
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Hidden information | "Each player has a secret shape they are trying to build." |
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Action phrasing
How an action is written can affect how players use it.
Modifier | Example rule | Pros | Cons | As seen in |
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Linked actions | "When a player does X they may also build a brick."
"When a player does X they may build a brick or ..." |
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Specifically the "Craction" from Ruleset_155#Crates |
Combined examples
- Weekly topup + resource cap = Ruleset 181#Stamina
- Weekly actions (where a week = 96 hours) + first-mover advantage = Ruleset 182#Natural_Monuments