Difference between revisions of "Comparison of action systems"
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(add "proposals" as a type, and further example rules) |
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* 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 | ||
− | || [[Ruleset 155#Crates]], <br/>[[Ruleset 181#Turns]], <br/>[[Ruleset 172# | + | || [[Ruleset 155#Crates]], <br/>[[Ruleset 181#Turns]], <br/>[[Ruleset 172#Battle Actions]], <br/>[[Ruleset 167#Bidding Queue]], <br/>[[Ruleset 203#The Queue]] |
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| Simultaneous reveal | | Simultaneous reveal | ||
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* '''Needs Emperor moderation''': complex resolution systems can become a [[Avoiding_Dead_Ends#Complex_Update_Actions|dead end]] | * '''Needs Emperor moderation''': complex resolution systems can become a [[Avoiding_Dead_Ends#Complex_Update_Actions|dead end]] | ||
* Secrecy can delay the noticing of mistakes or loophole abuse, if a player submits an illegal or surprising order | * Secrecy can delay the noticing of mistakes or loophole abuse, if a player submits an illegal or surprising order | ||
− | || [[Ruleset 120#Notes]], <br/>[[Ruleset 169# | + | || [[Ruleset 120#Notes]], <br/>[[Ruleset 169#The Watch]] |
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| Synchronised actions | | Synchronised actions | ||
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* The gained resource can become [[BlogNomic Jargon|fool's gold]]. | * The gained resource can become [[BlogNomic Jargon|fool's gold]]. | ||
* Can possibly turn into a '''race''': having the amount of built bricks unknown until the moment having bricks is useful to the player. | * Can possibly turn into a '''race''': having the amount of built bricks unknown until the moment having bricks is useful to the player. | ||
+ | |- | ||
+ | | Proposals | ||
+ | ||''"Players must make regular proposals to build bricks."'' | ||
+ | || | ||
+ | * '''Level playing field''' | ||
+ | * '''Game noise''' | ||
+ | * No '''race''' condition | ||
+ | * '''Use-it-or-lose-it''' | ||
+ | || | ||
+ | * Can slow the proposal queue down | ||
+ | * Allows '''[[jargon|admin advantage]]''' | ||
+ | ||[[Ruleset 117#The Chambers]], <br/>[[Ruleset_193#Floors_.5B45-48.5D|Ruleset 193#Floors]] | ||
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* Reduces the '''advantage to older players''', if newer players with luckier rolls can catch up. | * Reduces the '''advantage to older players''', if newer players with luckier rolls can catch up. | ||
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− | * | + | * Adds '''luck''', which may favor certain players regardless of their skill. |
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* Reduces '''stalemate''': a good opportunity seen early in the week may be unavailable by the end of it, encouraging players to seize the day. | * Reduces '''stalemate''': a good opportunity seen early in the week may be unavailable by the end of it, encouraging players to seize the day. | ||
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− | || | + | || [[Ruleset 1#The Game Board]], <br/>[[Ruleset 182#The Mosaic]] |
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* Can overload actions and fragment what the host action does across the whole ruleset, which can make it take longer for players to know all of their options when taking that action. | * Can overload actions and fragment what the host action does across the whole ruleset, which can make it take longer for players to know all of their options when taking that action. | ||
− | || Specifically the "Craction" from [[ | + | || Specifically the "Craction" from [[Ruleset 155#Crates]] |
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* Weekly topup + resource cap = [[Ruleset 180#Stamina]] | * Weekly topup + resource cap = [[Ruleset 180#Stamina]] | ||
− | * Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 181# | + | * Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 181#Natural Monuments]] |
* Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = [[Ruleset 182#Turns]] | * Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = [[Ruleset 182#Turns]] | ||
[[Category:Essays]] | [[Category:Essays]] |
Revision as of 11:48, 10 July 2022
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 181#Turns, Ruleset 172#Battle Actions, Ruleset 167#Bidding Queue, Ruleset 203#The 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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Proposals | "Players must make regular proposals to build bricks." |
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Ruleset 117#The Chambers, Ruleset 193#Floors |
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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Shared playing area | "Each player places bricks of their colour on the same shared building site." |
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Ruleset 1#The Game Board, Ruleset 182#The Mosaic |
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 180#Stamina
- Weekly actions (where a week = 96 hours) + first-mover advantage = Ruleset 181#Natural Monuments
- Weekly topup + resource cap + cost actions by frequency + hidden information + shared playing area = Ruleset 182#Turns